https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Clockwerk66&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T09:21:20ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Ice_Paraelemental_(5e_Creature)&diff=1272005Ice Paraelemental (5e Creature)2020-01-30T00:19:16Z<p>Clockwerk66: Undo revision 1270816 by 2607:FB90:76E2:EAB1:ACD3:1675:1660:F7AC (talk)</p>
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<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ice Paraelemental==<br />
{{5e Creature<br />
|size=Large<br />
|type=elemental<br />
|alignment=neutral<br />
|ac=17<br />
|armor=natural armor<br />
|hp=126<br />
|hpdice=12d10 + 60<br />
|speed=30 ft.<br />
|str=20<br />
|dex=8<br />
|con=20<br />
|int=5<br />
|wis=10<br />
|cha=5<br />
|strmod=+5<br />
|dexmod=-1<br />
|conmod=+5<br />
|intmod=-3<br />
|wismod=+0<br />
|chamod=-3<br />
|di=cold, poison<br />
|ci={{5c|Exhaustion}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Unconscious}}<br />
|dr=bludgeoning, piercing, slashing from nonmagical attacks<br />
|dv=fire<br />
|senses={{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|languages=Aquan, Auran<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Frost Form.''''' The elemental can freely pass through nonmagical, unworked ice or snow. While doing so, it doesn't disturb the material it moves through and it is unaffected by {{5e|Difficult Terrain}} or movement-impairing effects that would be caused by arctic conditions. If the elemental makes contact with a body of water or liquid that is principally water (not counting water-based creatures), it freezes the liquid to a depth of 6 inches over a 10-foot area around it. This ice lasts for 1 minute. In addition, a creature that touches the elemental, hits it with a melee attack, or is swimming in water frozen by it takes 3 (1d6) cold damage. If caught swimming, that creature is also pushed to the nearest unoccupied space of swimmable water.<br />
<br />
'''''Freezing Aura.''''' Any creature that starts its turn within 10 feet of the elemental takes 3 (1d6) cold damage.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The elemental makes two attacks.<br />
<br />
'''''Puncture.''''' ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 9 (1d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 {{5a|con}} saving throw or take 4 (1d8) cold damage and have its speed reduced by 10 feet until it takes fire damage or until the end of its next turn.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|Original credit for these monster statistics goes to RCNovak of the now-defunct WotC community forum. The original post can now be found at http://www.enworld.org/forum/showthread.php?471521-Ice-Paraelemental-Custom-Monster-Help-(RCNovak)}}<br />
Born of clashing, residual elemental energies from the Planes of Air and Water; the ice paraelemental is a craggy, glacial spire given life. Its body is composed of segmented plates of sharpened ice that fold and shift over themselves as the elemental lumbers forward, with motes of snow drifting off its frigid mass.<br/><br />
Ice paraelementals effortlessly maneuver through the harshest wintry conditions and tundra hazards, and can even freeze water beneath their feet to make smooth passage over rivers, lakes, and ponds. Simply making contact with one exposes victims to an intense frost that can benumb muscles and chill bones.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Elemental_Creature_(Fire)_(5e_Template)&diff=1259068Elemental Creature (Fire) (5e Template)2020-01-14T05:14:42Z<p>Clockwerk66: Reverting the page back to it's intended version.</p>
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<div>{{5e Template<br />
|summary=An elemental creature originating from the elemental plane of fire.<br />
|recalculate=yes<br />
}}<br />
===Elemental Creature (Fire)===<br />
<br />
Elemental creatures are native to the Elemental Chaos, but they have more in common with the constructs known as Helmed Horrors than with their bestial brethren.Vaguely resembling the form of the base creature, this creature serves powerful primordial entities as well as various elemental lords and princelings.<br/><br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Those who originate from the elemental plane of fire appear to be creatures made entirely out of sculpted fire and embers, while some have their form bound into tighter cohesion by hot black iron armor, or lighter heated scale mail unique to that particular plane. Fire creatures are naturally unaffected by any form of fire damage.<br />
<br />
;Prerequisite<br />
Any creature that is not a [[:Category:Celestial Type|celestial]], [[:Category:Construct Type|construct]], [[:Category:Elemental Type|elemental]], [[:Category:Fey Type|fey]], [[:Category:Fiend Type|fiend]], [[:Category:Ooze Type|ooze]], or [[:Category:Undead Type|undead]]<br />
<br />
====Statistics====<br />
'''Type.''' The creature's type is changed to elemental.<br />
<br />
'''Damage Immunities.''' The creature becomes immune to fire and poison damage.<br />
<br />
'''Damage Resistances.''' If base CR is 5 or higher, the creature becomes resistant to cold damage.<br />
<br />
'''Condition Immunities.''' The creature becomes immune to the exhaustion, petrified and poisoned conditions.<br />
<br />
'''Senses.''' As base creature, plus 60 ft. darkvision, unless the base creature already has equal or better darkvision.<br />
<br />
'''Languages''' The creature understands Primordial<br />
<br />
'''Alignment''' The creature's alignment is changed to 'any alignment'. <br />
<br />
====Traits====<br />
'''All Traits.''' As base creature, removing traits that rely on organic flesh, organs, or internal functions.<br />
<br />
'''''Elemental Weapons.''''' The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra amount of fire damage based on its CR (included in the attack). 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.<br />
<br />
'''''Innate Spellcasting (Only if base creature already has spellcasting).''''' The creature can cast the following spells using its existing spellcasting ability, requiring no material components (These are added to the base spellcasting creature's existing list of spells):<br />
<br />
At will (any CR): [[Control Flames (5e Spell)|''control flames'']]<br/><br />
1/day each (Only at CR 6+): [[5e SRD:Flaming Sphere|''flaming sphere'']], [[Melf's Minute Meteors (5e Spell)|''Melf's minute meteors'']], [[5e SRD:Wall of Fire|''wall of fire'']]<br />
<br />
====Actions====<br />
'''''Flickering Step.''''' The creature moves up to its speed. Each creature that makes an attack against the creature during this movement takes an amount of fire damage based on the creature's CR. 1d6 at CR 1/8-1/2, 1d8 at CR 1-3, 2d8 at CR 4-6, 3d8 at CR 7-9, 4d8 at CR 10-14, 5d8 at CR 15-20, 6d8 at CR 21+.<br />
<br />
===CR Calculation===<br />
Recalculate the creature's CR with the following considerations:<br />
*Resistance to cold damage (if applicable).<br />
*Immunity to fire and poison damage.<br />
*Elemental Weapons trait.<br />
*Flickering Step action.<br />
*Extra spells from Innate Spellcasting.<br />
<br />
----<br />
{{5e Templates Breadcrumb}}[[Category:5e]][[Category:User]][[Category:Template]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Venomous_Succor_(5e_Spell)&diff=1254148Venomous Succor (5e Spell)2019-12-26T01:18:22Z<p>Clockwerk66: Undo revision 1254052 by Endermage77 (talk)</p>
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<div>{{5e Spell<br />
|name=Venomous Succor<br />
|school=Evocation<br />
|ritual=<!--"yes" or leave blank--><br />
|lvl=2nd<br />
|casttime=1 bonus action<br />
|range=Touch<br />
|comp=S<br />
|dur=Instantaneous<br />
}}<br />
<br />
[[5e Summary::Your touch causes a searing poison to burn quickly through a creature’s wounds.]]<br />
The target takes 1d6 poison damage. At the start of its next turn and for 1d4 turns thereafter, the creature regains 1d10 hit points.<br/><br />
An unwilling creature may make a Constitution saving throw. On a successful save, the creature takes no damage and receives no healing.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, and the initial damage increases by 1d6 for each slot level above 2nd. The initial healing also increases by 1d10 for each slot level above 2nd, but the subsequent healing does not.<br />
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{{5e Druid Spells Breadcrumb}}<br/><!--if this cannot be cast by Druid, delete this entire line--><br />
{{5e Ranger Spells Breadcrumb}}<br/><!--if this cannot be cast by Ranger, delete this entire line--><br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Druid 2]]<!--repeat for every class which can cast this spell--><br />
[[Category:Ranger 2]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Crypt_Stalker_(5e_Creature)&diff=1254019Crypt Stalker (5e Creature)2019-12-24T19:28:59Z<p>Clockwerk66: Undo revision 1253848 by 2600:1014:B122:C385:0:49:EC38:3F01 (talk)</p>
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<div><!--[[Category:Miscellaneous Creature]]--><br />
==Crypt Stalker==<br />
{{5e Creature<br />
|size=Large<br />
|type=undead<br />
|alignment=neutral evil<br />
|ac=14<br />
|armor=studded leather<br />
|hp=59<br />
|hpdice=7d10 + 21<br />
|speed=30 ft.<br />
|str=16<br />
|dex=14<br />
|con=16<br />
|int=10<br />
|wis=12<br />
|cha=14<br />
|saves=<br />
|skills={{5s|Perception}} +5<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|dr=necrotic; bludgeoning, piercing and slashing damage from nonmagical attacks that aren't silvered<br />
|dv=<!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., passive [[5e SRD:Perception Skill|Perception]] 15<br />
|languages=Abyssal<br />
|cr=3<br />
|xp=700<br />
|features=<br />
'''''Charge.''''' If the crypt stalker moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 {{5a|str}} saving throw or be pushed up to 10 feet away and knocked {{5c|Prone}}.<br />
<br />
'''''Reckless.''''' At the start of its turn, the crypt stalker can gain {{5e|Advantage}} on all melee weapon attack rolls it makes during that turn, but attack rolls against it have {{5e|Advantage}} until the start of its next turn.<br />
<br />
'''''Sunlight Sensitivity.''''' While in sunlight, the crypt stalker has {{5e|Disadvantage}} on attack rolls, as well as on {{5a|wis}} ({{5s|Perception}}) checks that rely on sight.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Greataxe.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 16 (2d12 + 3) slashing damage.<br />
<br />
'''''Gore.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 12 (2d8 + 3) piercing damage.<br />
<br />
'''''Life Drain.''' Melee Spell Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 {{5a|con}} saving throw or its {{5e|Hit Points|hit point maximum}} is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its {{5e|Hit Points|hit point maximum}} to 0.<br/><br />
A humanoid slain by this attack rises 24 hours later as a [[5e SRD:Zombie|zombie]] under the crypt stalker's control, unless the humanoid is restored to life or its body is destroyed. The crypt stalker can have no more than twelve zombies under its control at one time.<br />
<br />
|description=<br />
<!-- CHOOSE ONE of the following image methods. Delete the other one. Delete this entire comment.--><br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
A minotaur who suffers the curse of undeath is bound to their place of rest, just as their living brethren are bound to their labyrinths. The crypt stalker endlessly stalks the corridors of mausoleums and rows of headstones, its hatred for its cursed state surpassed only by its malice for the living.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Bloody_Hands_(5e_Class_Feature)&diff=1123124Bloody Hands (5e Class Feature)2019-01-11T03:08:50Z<p>Clockwerk66: Undo revision 1122958 by MarksmanSnir (talk)</p>
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<div><br />
===Bloody Hands===<br />
This optional class feature replaces Lay on Hands.<br/><br />
Many paladins are holy healers, but your soul yearns to kill. You have a pool of murderous power that replenishes when you take a long rest. With that pool, you can deal extra damage equal to your paladin level times 5. Whenever you deal or expend damage from this pool, you also take half that much damage.<br/><br />
When you hit a creature and deal damage, you can draw power from the pool to deal extra damage to that creature, up to the maximum amount remaining in your pool. You can apply this extra damage after you see your damage roll result.<br/><br />
Alternatively, you can expend 5 extra damage from your pool to wreath your weapon in murderous energy, allowing your next weapon attack to ignore its target’s damage resistances and immunities.<br />
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{{5e Class Features Breadcrumb}}<br />
[[Category:Paladin]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class Feature]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Arcane_Warrior_(5e_Class)&diff=1105650Arcane Warrior (5e Class)2018-11-19T03:36:56Z<p>Clockwerk66: </p>
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<div>== Arcane Warrior ==<br />
<br />
A warrior slashes away at a goblin killing it, only to have 3 more replace it. Frustrated and surrounded, the warrior unleashes the ''{{5e|Burning Hands}}'' spell upon them, killing them all.<br />
<br />
Arcane warriors are those who specialize in spellcasting and melee combat, trying to make the of most out of both options. While this dual specialization may hinder them compared to others who solely focus on spellcasting or martial prowess, arcane warriors make up for it in their versatility in and out of combat.<br />
<br />
=== Creating an Arcane Warrior ===<br />
{{5e Image|float:right|https://i.pinimg.com/736x/94/ce/92/94ce921648cddfe11b77f0a3eca9f6df--battle-mage-character-art.jpg|An arcane warrior.<br/> [http://www.amokanet.ru/gallery/gamedev/jagger_1598.html Source]}}<br />
<br />
How did you obtain your magical powers? Did you already have magical powers, or did you obtain them through some other means such as being granted powers from a powerful being, born in a plane filled with strange magic, or something else? What are your goals and why are you adventuring? <br />
<br />
;Quick Build<br />
You can make an arcane warrior quickly by following these suggestions. First, {{5a|str}} or {{5a|dex}} should be your highest ability score, followed by {{5a|int}}, and then {{5a|con}}. Second, choose the Sage background. Third, pick two {{5e|shortsword|shortswords}}, the {{5e|Scale Mail (Armor)|scale mail}} armor, the arcane focus, and the [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]].<br />
<br />
{{5e Class Features<br />
|name=Arcane Warrior<br />
|summary=Arcane warriors are durable melee fighters who have potent spellcasting abilities.<br />
|hd=8<br />
|spellcasting=full<br />
|armor=All armor<br />
|weapons=Simple melee weapons, martial melee weapons<br />
|tools=None<br />
|saves={{5a|con}}, {{5a|int}}<br />
|skills=Choose 2 from the following; {{5s|Arcana}}, {{5s|Athletics}}, {{5s|History}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, and {{5s|Stealth}}.<br />
|item1a=a melee martial weapon<br />
|item1b=two simple weapons<br />
|item1c=<br />
|item2a={{5e|Chain Shirt (Armor)|chain shirt}}<br />
|item2b={{5e|Scale Mail (Armor)|scale mail}}<br />
|item2c={{5e|Studded Leather (Armor)|studded leather}}<br />
|item3a=a {{5e|Component Pouch|component pouch}}<br />
|item3b=an arcane focus<br />
|item3c=<br />
|item4a=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item4b=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|wealth=4d4 x 10 gp<br />
|classfeatures1=[[#Spellcasting|Spellcasting]], [[#Fighting Style|Fighting Style]]<br />
|classfeatures2={{inpage|Second Wind}}, [[#Arcane Path|Arcane Path]]<br />
|classfeatures3=<br />
|classfeatures4=<br />
|classfeatures5=<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7=<br />
|classfeatures8=<br />
|classfeatures9=<br />
|classfeatures10=[[#Arcane Path|Arcane Path]] feature<br />
|classfeatures11=<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14=[[#Arcane Path|Arcane Path]] feature<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=<br />
|classfeatures18={{inpage|Flawless Stance}}<br />
|classfeatures19=<br />
|classfeatures20=[[#Rebuke|Rebuke]]<br />
|extra1_name=Cantrips Known<br />
|extra1_1=3<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=4<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=5<br />
|extra1_14=5<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=5<br />
|extra1_19=5<br />
|extra1_20=5<br />
|extra2_name=Spells Known<br />
|extra2_1=2<br />
|extra2_2=3<br />
|extra2_3=4<br />
|extra2_4=5<br />
|extra2_5=6<br />
|extra2_6=7<br />
|extra2_7=8<br />
|extra2_8=9<br />
|extra2_9=10<br />
|extra2_10=11<br />
|extra2_11=12<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=13<br />
|extra2_15=14<br />
|extra2_16=14<br />
|extra2_17=15<br />
|extra2_18=15<br />
|extra2_19=15<br />
|extra2_20=15<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a practitioner of natural arcane magic, you draw power from a hidden source of magic within you.<br />
<br />
;Cantrips<br />
At 1st level, you know three cantrips of your choice from the [[5e SRD:Wizard Spell List|wizard spell list]]. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.<br />
<br />
;Spell Slots<br />
The Arcane Warrior table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
For example, if you know the 1st-level spell [[5e SRD:Burning Hands|''burning hands'']] and have a 1st-level and a 2nd-level spell slot available, you can cast [[5e SRD:Burning Hands|''burning hands'']] using either slot.<br />
<br />
;Spells Known of 1st Level and Higher<br />
You know two 1st-level spells of your choice from the [[5e SRD:Wizard Spell List|wizard spell list]].<br />
<br />
The Spells Known column of the Arcane Warrior table shows when you learn more wizard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br />
<br />
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the [[5e SRD:Wizard Spell List|wizard spell list]], which also must be of a level for which you have spell slots.<br />
<br />
;Spellcasting Ability<br />
{{5a|int}} is your spellcasting ability for your wizard spells. The power of your spells comes from a well of magic within you. You use your {{5a|int}} whenever a spell refers to your spellcasting ability. In addition, you use your {{5a|int}} modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.<br />
<br />
<code><tt>Spell save DC = 8 + your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
<code><tt>Spell attack modifier = your proficiency bonus + your {{5a|int}} modifier</tt></code><br />
<br />
;Spellcasting Focus<br />
You can use an arcane focus as a spellcasting focus for your wizard spells.<br />
<br />
;Ritual Casting<br />
You can cast any wizard spell you know as a ritual if that spell has the ritual tag.<br />
<br />
==== Fighting Style ====<br />
You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Close Quarters Combatant<br />
Creatures provoke opportunity attacks from you even if they take the [[5e SRD:Disengage Action|Disengage]] action before leaving your reach, and your base movement speed increases by 5 feet.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
==== Second Wind ====<br />
Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain hit points equal to 1d8 + half your arcane warrior level rounded down. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
====Arcane Path====<br />
Beginning at 2nd level, you may choose an subclass to emulate your combat style of choice: Battlemage or Researcher, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at levels 7th, 13th, and 17th.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
====Flawless Stance====<br />
Starting at 18th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear melee attacks you, you can use your reaction to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one melee attack against that creature. You may use this feature a number of times equal to your proficiency bonus and regain all uses of this feature when you finish a long rest. <br />
<br />
====Rebuke====<br />
Beginning at 20th level, whenever you take damage by a creature within 40 feet of you, you may cast a cantrip at the creature as a reaction.<br />
<br />
=== Battlemage ===<br />
<br />
Battlemages use their speed and elusiveness in battle to boost their combat capabilities. They race around on the battlefield felling foes with both their might and magic.<br />
<br />
;{{#anc:Bonus Proficiency}}<br />
When you choose this subclass at 2nd level, you gain proficiency in one of the following skills of your choice: {{5s|Acrobatics}}, {{5s|Insight}}, or {{5s|Stealth}}. Alternatively, you learn one language of your choice.<br />
<br />
;{{#anc:Nimble}}<br />
Starting at 2nd level, you may take the [[5e SRD:Disengage Action|Disengage]] action as a bonus action. You may also take the [[5e SRD:Dodge Action|Dodge]] action as a bonus action, a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.<br />
<br />
;{{#anc:Quick Fighter}}<br />
Starting at 10th level, when you use your action to cast a cantrip or take the [[5e_SRD:Dash_Action|Dash]] action, you can make one weapon attack as a bonus action.<br />
<br />
;{{#anc:Elemental Fury}}<br />
By 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. Your melee weapon attacks deal 1d8 additional fire, cold, or lightning damage. You may use a bonus action to change the damage type of this feature.<br />
<br />
;{{#anc:Lock Down}}<br />
Starting at 14th level, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Creatures also provoke opportunity attacks from you whenever they leave your reach, even if they have taken the {{5e|Disengage Action|Disengage}} action or use a form of magic.<br />
<br />
=== Researcher ===<br />
<br />
Researchers are usually the odd ones out of arcane warriors, as they don't really like to call themselves warriors. They specialize in modifying arcane magic to its upmost potential.<br />
<br />
;{{#anc:Bonus Proficiency}}<br />
When you choose this subclass at 2nd level, you gain proficiency in one of the following skills of your choice: {{5s|Arcana}}, {{5s|History}}, or {{5s|Investigation}}. Alternatively, you learn one language of your choice.<br />
<br />
;{{#anc:Magical Ward}}<br />
Starting at 2nd level, whenever you cast a spell that consumes a spell slot, you gain {{5e|Temporary Hit Points}} equal to the spell slot level.<br />
<br />
;{{#anc:Tactical Wit}}<br />
Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your {{5a|int}} modifier(minimum 1).<br />
<br />
;{{#anc:Enhanced Spellcasting}}<br />
Starting at 10th level, when you cast a cantrip or spell that deals damage and roll a 1 on a damage roll, you may reroll the die. You must then use the new roll.<br />
<br />
;{{#anc:Magic Guidance}}<br />
Beginning at 10th level, when you make an ability check, an attack roll or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatievly, before you make an ability check, an attack or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficiency in the check or not. You regain use of this feature after you finish a short or long rest.<br />
<br />
;{{#anc:Magic Mind}}<br />
Beginning at 14th level, your mind has become quick and complicated compared to before you started your journey as a researcher. You are now considered proficient in {{5a|wis}} saving throws and have advantage on saving throws against being [[5e_SRD:Conditions#Charmed|charmed]].<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the arcane warrior class, you must meet these prerequisites: 13 {{5a|int}} and 13 {{5a|str}} or 13 {{5a|dex}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the arcane warrior class, you gain the following proficiencies: martial melee weapons and medium armor.<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Theologian_(5e_Subclass)&diff=1104095Theologian (5e Subclass)2018-11-14T00:19:18Z<p>Clockwerk66: </p>
<hr />
<div><br />
===Theologian===<br />
Wizard tradition<br />
<br />
<br />
It’s generally accepted that clerics gain their magics through prayer and ritual, unlike wizards who discover arcane powers intense mystical study. These lines are not, however, as clearly drawn as most believe. Great secrets and potent formulae reside in ancient religious texts, holy scriptures and theological treatises on the nature of reality.<br />
<br />
The theologian is essentially a wizard who, through careful research into ancient faiths, wields some of the divine power normally considered the purview of the cleric, the paladin, and other divine agents.<br />
<br />
<br />
;Secrets of the Faith<br />
At 2nd, 6th, 10th, and 14th level, one or both of the spells that you add to your spellbook (or “prayer book”) upon achieving that level can come from the cleric, rather than the wizard, spell list. In addition, once per wizard level, you may add a spell from a scroll to your spellbook even if that spell does not appear on the wizard spell list, so long as it ''does'' appear on the cleric list. (You incur the normal costs and requirements for transcribing the spell.)<br />
<br />
<br />
;Seeker of Lore<br />
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses {{5s|Arcana}}, {{5s|History}}, or {{5s|Religion}}.<br />
<br />
<br />
;Warding Lore<br />
At 6th level, your deep knowledge of supernatural threats allows you to use your mystical talent to protect yourself and your allies from harm. Add [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] to your spellbook; this occurs automatically, and does not count as one of your two spells gained every level. Once per long rest, you can cast this spell without expending a spell slot, and without the required components.<br />
<br />
<br />
;Greater Warding Lore<br />
At 10th level, you can cast [[5e SRD:Protection from Evil and Good|''protection from evil and good'']] without expending a spell slot or spell components once per short rest.<br />
<br />
<br />
;Baleful Lore<br />
At 14th level, your ability to combine your lore and your magics expands further still. Add [[5e SRD:Dispel Evil and Good|''dispel evil and good'']] to your spellbook; this occurs automatically, and does not count as one of your two spells gained every level. Once per long rest, you can cast this spell without expending a spell slot, and without the required components.<br />
<!--Repeat as necessary!--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Wizard]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Crusader_Nation_(5e_Background)&diff=1101551Crusader Nation (5e Background)2018-11-05T22:43:52Z<p>Clockwerk66: Undo revision 1101544 by 2600:6C5E:4B80:1A1A:9918:946F:B9F6:7023 (talk)</p>
<hr />
<div><br />
==Crusader Nation==<br />
<br />
You grew up a citizen of the greatest kingdom in the land, a realm that served as an example of civilization and stability in a dark, lawless world. Unfortunately, your homeland faces many enemies both within and without; enemies that seek the destruction of everything your nation represents. You have dedicated your life to one of the many holy orders protecting the kingdom. Your order boasts agents, allies, and stalwarts across the world, even in the world’s darkest, most dangerous corners.<br />
<br />
'''Skill Proficiencies:''' {{5s|Intimidation}}, {{5s|Religion}}<br />
<br />
'''Tool Proficiencies:''' Smith's Tools, vehicles (land)<br />
<br />
'''Equipment:''' An insignia of your order, a tabard with your order’s symbol, a set of traveler’s clothes, a letter of introduction signed by your superior, and a belt pouch containing 15 gp<br />
<br />
===Feature: Friend of the Order===<br />
Your order maintains a network of spies, agents, and supporters. Your kingdom has friends, even in places dominated by evil. When necessary, you know how to locate safe havens in otherwise dangerous places, and you know which individuals to contact for shelter, food, sanctuary, and basic healing.<br />
<br />
===Suggested Characteristics===<br />
The citizens of this kingdom understand the need for perpetual vigilance, especially in the face of so many enemies. You understand the importance of loyalty to your order, to your kingdom, and to your beliefs; beliefs for which you would sacrifice everything you own.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d4 || Personality Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || I have trouble trusting outsiders.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || The world is beyond the help of normal men, but I am no normal man!<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I see the corrupting touch of evil everywhere I look.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I seek to bring justice to those who deserve it.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d4 || Ideal<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || '''Loyalty.''' I stand beside my companions and allies, regardless the cost. (Lawful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || '''Honor.''' I defend the honor of my order and my kingdom, for without honor we are nothing. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || '''Protection.''' I promise to safeguard those who cannot defend themselves. (Good)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || '''Vengeance.''' Those who wrong me deserve whatever retribution I deliver unto them. (Evil)<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d4 || Bond<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || My order means everything to me, and I’ll die before I dishonor it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I serve my kingdom above all, regardless of my own needs and desires.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I owe my life to the priest who saved me, and I have pledged my soul in service of his order.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || No matter how long it takes, I must atone for the sins and failures of my past.<br />
|}<br />
<br />
{| class="5e" style="text-align: left;"<br />
! d4 || Flaw<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || When I see an evil act, I feel compelled to intervene.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || I cannot lie; falsehood is the first step towards damnation, even when it is for a noble cause.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || I hold myself responsible for the misdeeds of my friends and allies.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || I give my trust and loyalty too easily, often to the wrong people.<br />
|}<br />
----<br />
{{5e Backgrounds Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Background]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Burrowling_(5e_Creature)&diff=1086752OGC:Burrowling (5e Creature)2018-09-21T19:25:14Z<p>Clockwerk66: Created OGC creature page for Burrowling, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Burrowling<br />
|size=Small<br />
|type=humanoid<br />
|race=burrowling<br />
|alignment=Lawful Neutral<br />
|ac=13<br />
|armor=<br />
|hp=27<br />
|hpdice=6d6 + 6<br />
|speed=30 ft., burrow 10 ft.<br />
|str=10<br />
|dex=16<br />
|con=12<br />
|int=9<br />
|wis=12<br />
|cha=13<br />
|saves=<br />
|skills={{5s|Perception}} +3<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=13<br />
|languages=Common<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Burrow Awareness.''''' A burrowling gets {{5e|Advantage}} on {{5s|Perception}} checks if at least one other burrowling is awake within 10 feet.<br />
<br />
'''''Pack Tactics.''''' The burrowling has {{5e|Advantage}} on attack rolls when its target is adjacent to at least one other burrowling that’s capable of attacking.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The burrowling makes one bite attack and one claw attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) slashing damage.<br />
<br />
'''''Sling.''' Ranged Weapon Attack:'' +5 to hit, range 30/120 ft., one target. ''Hit:'' 5 (1d4 + 3) bludgeoning damage.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others.''<br/><br />
<br />
'''''Friendly Farmers.''''' Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild.<br/><br />
'''''Safe Warrens.''''' Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws.<br/><br />
'''''Die of Loneliness.''''' If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies.<br/><br />
Burrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Burrowling<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Buraq_(5e_Creature)&diff=1086747OGC:Buraq (5e Creature)2018-09-21T19:13:33Z<p>Clockwerk66: Created OGC creature page for Buraq, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Buraq<br />
|size=Medium<br />
|type=celestial<br />
|alignment=Lawful Good<br />
|ac=17<br />
|armor=<br />
|hp=152<br />
|hpdice=16d8 + 80<br />
|speed=60 ft., fly 90 ft.<br />
|str=15<br />
|dex=18<br />
|con=20<br />
|int=18<br />
|wis=18<br />
|cha=20<br />
|saves={{5e|Constitution|Con}} +9, {{5e|Wisdom|Wis}} +8, {{5e|Charisma|Cha}} +9<br />
|skills={{5s|History}} +8, {{5s|Religion}} +8<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}<br />
|dr=radiant; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|senses={{5e|Truesight}} 120 ft.<br />
|passPerc=14<br />
|languages=Celestial, Common, Primordial, telepathy 120 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Angelic Weapons.''''' The buraq’s attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack).<br />
<br />
'''''Innate Spellcasting.''''' The buraq’s innate spellcasting ability is {{5a|cha}} (spell save DC 17). The buraq can innately cast the following spells, requiring no components:<br />
<br />
At will: [[5e SRD:Comprehend Languages|''comprehend languages'']], [[5e SRD:Detect Evil and Good|''detect evil and good'']], [[5e SRD:Holy Aura|''holy aura'']], [[5e SRD:Pass Without Trace|''pass without trace'']]<br/><br />
3/day each: [[5e SRD:Haste|''haste'']], [[5e SRD:Longstrider|''longstrider'']]<br/><br />
1/day each: [[5e SRD:Plane Shift|''plane shift'']], [[5e SRD:Wind Walk|''wind walk'']]<br />
<br />
'''''Magic Resistance.''''' The buraq has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Night Journey.''''' When outdoors at night, a buraq’s vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The buraq makes two attacks with its hooves.<br />
<br />
'''''Hooves.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.<br />
<br />
'''''Teleport (1/Day).''''' The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings.''<br/><br />
<br />
'''''Only the Worthy.''''' A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature.<br/><br />
'''''Angel Marked.''''' Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black.<br/><br />
'''''Heavenly Steeds.''''' A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Buraq<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Good Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bukavac_(5e_Creature)&diff=1086746OGC:Bukavac (5e Creature)2018-09-21T18:57:36Z<p>Clockwerk66: Created OGC creature page for Bukavac, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bukavac<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=Neutral Evil<br />
|ac=16<br />
|armor=natural armor<br />
|hp=199<br />
|hpdice=21d10 + 84<br />
|speed=40 ft., swim 20 ft.<br />
|str=20<br />
|dex=17<br />
|con=18<br />
|int=7<br />
|wis=15<br />
|cha=12<br />
|saves={{5e|Dexterity|Dex}} +7, {{5e|Constitution|Con}} +8<br />
|skills={{5s|Perception}} +10, {{5s|Stealth}} +11<br />
|di=thunder<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=20<br />
|languages=Sylvan<br />
|cr=9<br />
|xp=5,000<br />
|features=<br />
'''''Hold Breath.''''' The bukavac can hold its breath for up to 20 minutes.<br />
<br />
'''''Hop.''''' A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 21 (3d10 + 5) piercing damage.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +9 to hit, reach 5 ft., one target. ''Hit:'' 11 (1d12 + 5) slashing damage and the target is {{5c|Grappled}} (escape DC 15). A bukavac can grapple up to 2 Medium size foes.<br />
<br />
'''''Gore.''' Melee Weapon Attack:'' +9 to hit, reach 10 ft., one target. ''Hit:'' 21 (3d10 + 5) piercing damage.<br />
<br />
'''''Croaking Blast (Recharge 5-6).''''' A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 {{5a|con}} saving throw take 36 (8d8) thunder damage and are permanently {{5c|Deafened}}. Those succeeding on the saving throw take half damage and are not {{5c|Deafened}}. The deafness can be cured with [[5e SRD:Lesser Restoration|''lesser restoration'']].<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''Unleashing a bone-shattering roar, this toad-like monster bears<br />
two gnarled horns and wicked claws. It charges from its watery lair<br />
on six legs, eager for the kill.''<br/><br />
<br />
'''''Pond Lurkers.''''' The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for fresh meat.<br/><br />
'''''Enormous Roar.''''' A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim’s struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad’s croak and lion’s roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac’s devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot.<br/><br />
'''''Clamorous Mating.''''' Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female’s lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don’t attack. Once mating has been completed (and groves of trees have been destroyed), the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair.<br/><br />
A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shorten its life expectancy.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bukavac<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bucca_(5e_Creature)&diff=1086707OGC:Bucca (5e Creature)2018-09-21T15:33:58Z<p>Clockwerk66: Created OGC creature page for Bucca, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bucca<br />
|size=Tiny<br />
|type=fey<br />
|alignment=Neutral Evil<br />
|ac=14<br />
|armor=natural armor<br />
|hp=27<br />
|hpdice=5d4 + 15<br />
|speed=20 ft., fly 30 ft.<br />
|str=10<br />
|dex=16<br />
|con=17<br />
|int=13<br />
|wis=9<br />
|cha=16<br />
|saves=<br />
|skills={{5s|Perception}} +1, {{5s|Sleight of Hand}} +7, {{5s|Stealth}} +7<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=11<br />
|languages=Sylvan, Dwarvish<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Flyby.''''' The bucca doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.<br />
<br />
'''''Vulnerability to Sunlight.''''' A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight.<br />
<br />
'''''Innate Spellcasting.''''' The bucca’s innate spellcasting ability is {{5a|cha}} (spell save DC 13). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Invisibility|''invisibility'']]<br/><br />
3/day each: [[5e SRD:Darkness|''darkness'']], ''ensnaring strike'', [[5e SRD:Locate Object|''locate object'']]<br />
<br />
|actions=<br />
'''''Dagger.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 {{5a|con}} saving throw against poison or take 1d2 {{5a|Str}} damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 {{5a|Str}} for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost {{5a|Str}} returns after a long rest.<br />
<br />
|imgInt=<br />
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|desc=''These tiny, obsidian-skinned, bat-winged fey always<br />
have a hungry look, leering with razor-sharp fangs<br />
showing and licking their leathery faces with<br />
their forked, purple tongues.''<br/><br />
<br />
'''''Hidden in Crevices.''''' Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook.<br/><br />
'''''Treasure Finders.''''' Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids.<br/><br />
'''''Bat Friends.''''' Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bucca<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Broodiken_(5e_Creature)&diff=1086705OGC:Broodiken (5e Creature)2018-09-21T15:21:58Z<p>Clockwerk66: Created OGC creature page for Broodiken, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Broodiken<br />
|size=Tiny<br />
|type=construct<br />
|alignment=Neutral<br />
|ac=13<br />
|armor=natural armor<br />
|hp=55<br />
|hpdice=10d4 + 30<br />
|speed=20 ft., climb 20 ft.<br />
|str=8<br />
|dex=14<br />
|con=16<br />
|int=2<br />
|wis=10<br />
|cha=6<br />
|saves=<br />
|skills={{5s|Perception}} +4, {{5s|Stealth}} +6<br />
|di=poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=14<br />
|languages=&mdash;<br />
|cr=1<br />
|xp=200<br />
|features=<br />
'''''Immutable Form.''''' The broodiken is immune to any spell or effect that would alter its form.<br />
<br />
'''''Magic Resistance.''''' The broodiken has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Shared Rage.''''' A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing.<br />
<br />
|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 7 (1d10 + 2) piercing damage.<br />
<br />
'''''Attach.''''' When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
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|desc=''Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth.''<br/><br />
<br />
'''''Bodily Children.''''' Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight.<br/><br />
'''''Emotional Echoes.''''' Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents.<br/><br />
'''''Born With Daggers.''''' Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest.<br/><br />
If the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator.<br/><br />
'''''Constructed Nature.''''' A broodiken doesn’t require air, food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Broodiken<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bone_Crab_(5e_Creature)&diff=1086704OGC:Bone Crab (5e Creature)2018-09-21T15:20:52Z<p>Clockwerk66: </p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bone Crab<br />
|size=Small<br />
|type=beast<br />
|alignment=Neutral<br />
|ac=13<br />
|armor=natural armor<br />
|hp=33<br />
|hpdice=6d6 + 12<br />
|speed=20 ft., swim 10 ft.<br />
|str=10<br />
|dex=14<br />
|con=14<br />
|int=1<br />
|wis=12<br />
|cha=4<br />
|saves=<br />
|skills={{5s|Perception}} +3, {{5s|Stealth}} +4<br />
|dr=bludgeoning<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=13<br />
|languages=&mdash;<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Amphibious.''''' The bone crab can breathe air and water.<br />
<br />
'''''Bone Camouflage.''''' A bone crab has advantage on {{5a|Dex}} ({{5s|Stealth}}) checks while it’s among bones.<br />
<br />
'''''Hive Mind.''''' A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.<br />
<br />
'''''Leap.''''' Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bone crab makes two claw attacks.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6 + 2) slashing damage.<br />
<br />
'''''White Ghost Shivers.''''' A living creature that is injured by or<br />
makes physical contact with a creature carrying the white<br />
ghost shivers must succeed on a DC 11 {{5a|Con}} saving<br />
throw at the end of the encounter to avoid becoming infected.<br />
This disease manifests after 24 hours, beginning as a mild chill,<br />
but increasingly severe after a day, accompanied by a fever.<br />
Hallucinations are common, and the fright they induce lends<br />
the disease its name. At onset, the infected creature gains two<br />
levels of {{5c|Exhaustion}} that cannot be removed until the disease<br />
is cured by [[5e SRD:Lesser Restoration|''lesser restoration'']], comparable magic, or rest. The<br />
infected creature makes another DC 11 {{5a|Con}} saving<br />
throw at the end of each long rest; a successful save removes<br />
one level of {{5c|Exhaustion}}. If the saving throw fails, the disease<br />
persists. If both levels of {{5c|Exhaustion}} are removed by successful<br />
saving throws, the victim has recovered naturally.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
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|desc=''A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home.''<br/><br />
<br />
'''''Skull Shells.''''' Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls.<br/><br />
'''''Scavengers of Memory.''''' Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear.<br/><br />
Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators.<br/><br />
'''''White Ghost Shivers.''''' Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bone Crab<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bouda_(5e_Creature)&diff=1086703OGC:Bouda (5e Creature)2018-09-21T15:07:59Z<p>Clockwerk66: Created OGC creature page for Bouda, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bouda<br />
|size=Medium<br />
|type=fiend<br />
|race=shapechanger<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=natural armor<br />
|hp=93<br />
|hpdice=11d8 + 44<br />
|speed=30 ft.<br />
|str=19<br />
|dex=14<br />
|con=18<br />
|int=10<br />
|wis=12<br />
|cha=15<br />
|saves={{5e|Dexterity|Dex}} +5, {{5e|Constitution|Con}} +7, {{5e|Wisdom|Wis}} +4, {{5e|Charisma|Cha}} +5<br />
|skills={{5s|Athletics}} +7, {{5s|Deception}} +5, {{5s|Intimidation}} +5, {{5s|Perception}} +4, {{5s|Stealth}} +5<br />
|di=fire, poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|dr=acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered<br />
|senses={{5e|Darkvision}} 120 ft.<br />
|passPerc=14<br />
|languages=Common, Celestial, Infernal, telepathy 100 ft.<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Shapechanger.''''' The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if destroyed, before turning to dust.<br />
<br />
'''''Defiling Smear (1/Day).''''' The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 {{5a|con}} saving throw against poison or be {{5c|Poisoned}} for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda’s defiling smear for 24 hours. The stench of a smear remains potent for one week.<br />
<br />
'''''Innate Spellcasting.''''' The bouda's spellcasting ability is {{5a|cha}} (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components:<br />
<br />
Constant: [[5e SRD:Detect Evil and Good|''detect evil and good'']], [[5e SRD:Detect Magic|''detect magic'']]<br/><br />
At will: [[5e SRD:Thaumaturgy|''thaumaturgy'']]<br/><br />
3/day each: [[5e SRD:Darkness|''darkness'']], [[5e SRD:Expeditious Retreat|''expeditious retreat'']]<br/><br />
1/day each: [[5e SRD:Contagion|''contagion'']]<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bouda makes one bite attack and one mephitic claw attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.<br />
<br />
'''''Mephitic Claw.''' Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 {{5a|con}} saving throw or become {{5c|Poisoned}} for 1 round by the visible cloud of vermin swarming around the bouda’s forearms.<br />
<br />
'''''Ravenous Gorge.''''' The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature’s HD that last 1 hour. Organs consumed by this ability are gone, and the creature can’t be restored to life through spells and magical effects that require a mostly intact corpse.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
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|desc=''A hulking, hyena-faced humanoid with heavily scarred, oversized muzzle, a bouda looks as if its jaw had once been ripped apart and put back together. Clouds of gnats and fleas roil around its arms.''<br/><br />
<br />
'''''Glowing Eyes and Teeth.''''' Bouda are child-eaters, despoilers of purity and family. Resembling oversized gnolls, a web of scars along their muzzles is evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes.<br/><br />
'''''Fly-Bedecked Shapechangers.''''' Bouda lurk on society’s fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the children in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless parents.<br/><br />
'''''Gluttons.''''' Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they will attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bouda<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Avatar_of_Boreas_(5e_Creature)&diff=1086318OGC:Avatar of Boreas (5e Creature)2018-09-20T19:44:42Z<p>Clockwerk66: Created OGC creature page for Avatar of Boreas, from Kobold Press' Tome of Beasts (5e))</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Avatar of Boreas<br />
|size=Medium<br />
|type=elemental<br />
|race=shapechanger<br />
|alignment=Chaotic Evil<br />
|ac=20<br />
|armor=natural armor<br />
|hp=168<br />
|hpdice=16d8 + 96<br />
|speed=50 ft., fly 120 ft.<br />
|str=25<br />
|dex=22<br />
|con=22<br />
|int=18<br />
|wis=19<br />
|cha=21<br />
|saves={{5e|Dexterity|Dex}} +12, {{5e|Wisdom|Wis}} +10, {{5e|Charisma|Cha}} +11<br />
|skills={{5s|Deception}} +11, {{5s|Nature}} +10, {{5s|Perception}} +10, {{5s|Stealth}} +12<br />
|di=cold, lightning, poison, thunder<br />
|ci={{5c|Petrified}}, {{5c|Poisoned}}<br />
|dr=acid<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Truesight}} 120 ft.<br />
|passPerc=20<br />
|languages=Common, Dwarvish, Giant, Infernal<br />
|cr=17<br />
|xp=18,00<br />
|features=<br />
'''''Chilling Presence.''''' Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate [[5e SRD:Dispel Magic|''dispel magic'']] (at +10 spellcasting ability) when within 150 feet of Boreas.<br />
<br />
'''''Wind Form.''''' Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once.<br />
<br />
'''''Freedom of the Wind.''''' Locks, shackles, ropes, and other bindings cannot hold Boreas.<br />
<br />
'''''Innate Spellcasting.''''' Boreas’s innate spellcasting ability is {{5a|cha}} (spell save DC 19). He can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Create or Destroy Water|''create or destroy water'']], [[5e SRD:Detect Magic|''detect magic'']], [[5e SRD:Guidance|''guidance'']], [[5e SRD:Invisibility|''invisibility'']], [[5e SRD:Polymorph|''polymorph'']], [[5e SRD:Speak with Animals|''speak with animals'']], [[5e SRD:True Seeing|''true seeing'']], [[5e SRD:Wind Wall|''wind wall'']]<br/><br />
3/day each: [[5e SRD:Call Lightning|''call lightning'']], [[5e SRD:Control Weather|''control weather'']], [[5e SRD:Cure Wounds|''cure wounds'']], [[5e SRD:Dispel Magic|''dispel magic'']], [[5e SRD:Ice Storm|''ice storm'']], [[5e SRD:Lesser Restoration|''lesser restoration'']]<br/><br />
1/day each: [[5e SRD:Chain Lightning|''chain lightning'']], [[5e SRD:Earthquake|''earthquake'']], [[5e SRD:Finger of Death|''finger of death'']], [[5e SRD:Heal|''Heal'']], [[5e SRD:Shapechange|''shapechange'']], [[5e SRD:Wall of Ice|''wall of ice'']], [[5e SRD:Word of Recall|''word of recall'']]<br />
<br />
'''''Regeneration.''''' The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate.<br />
<br />
|actions=<br />
'''''Multiattack.''''' Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts.<br />
<br />
'''''Ice Spear (Humanoid Form).''' Melee Weapon Attack:'' +13 to hit, reach 5 ft., one target. ''Hit:'' 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage.<br />
<br />
'''''North Wind Longbow.''' Ranged Weapon Attack:'' +12 to hit, range 150/600 ft., one target. ''Hit:'' 10 (1d8+6) piercing damage plus 9 (2d8) cold damage.<br />
<br />
'''''Whirlwind Blast (Wind Form Only).''' Ranged Spell Attack:'' +11 to hit, range 50 ft., one target. ''Hit:'' 37 (5d12 + 5) slashing damage.<br />
<br />
|legendary=yes<br />
|act=3<br />
|description=<br />
'''''Ice Spear.''''' Boreas makes an ice spear attack.<br/><br />
'''''North Wind’s Glare.''''' Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 {{5a|con}} saving throw or be {{5c|Petrified}} until the start of the avatar’s next turn.<br/><br />
'''''Whirlwind Movement (Costs 2 Actions).''''' Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 {{5a|dex}} saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed.<br />
<br />
|imgInt=<br />
|imgExt=<br />
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|imgCap=<br />
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|desc=''Rime encrusts the wild, spiky hair and beard of this gaunt, savage‑eyed man. He strides with an arrogant swagger, snapping blue eyes regarding those around him as an eagle regards the mouse. He carries a dragon-shaped horn, a spear of ice, and an enchanted longbow that shoots bolts of pure frozen air.''<br/><br />
<br />
'''''Lord of the North Wind.''''' Known for creating mass estruction and death on a whim, Boreas is a devouring spirit of the north who frequently tampers with the mortal world. His worldly avatar resides in a palace of blue ice and white marble on Thule’s highest peak, and he styles himself lord of all the North. Boreas suffers no disrespect and demands yearly tribute of gold, goods, and horses. He has a deep and abiding hatred of the three other Wind Lords.<br/><br />
'''''Easily Angered.''''' When displeased, he bombards his “subjects” with snow, lightning storms, and gale-force winds, or buries them in avalanches by blowing his greater horn of blasting. When particularly displeased, he sends his various servants to descend upon a tribe or settlement without mercy.<br/><br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Avatar of Boreas<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bone_Swarm_(5e_Creature)&diff=1086300OGC:Bone Swarm (5e Creature)2018-09-20T18:56:14Z<p>Clockwerk66: Created OGC creature page for Bone Swarm, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bone Swarm<br />
|size=Large<br />
|type=undead<br />
|swarm=Tiny<br />
|alignment=Chaotic Evil<br />
|ac=17<br />
|armor=natural armor<br />
|hp=198<br />
|hpdice=36d10<br />
|speed=20 ft., fly 60 ft.<br />
|str=22<br />
|dex=18<br />
|con=10<br />
|int=9<br />
|wis=15<br />
|cha=20<br />
|saves={{5e|Dexterity|Dex}} +8, {{5e|Wisdom|Wis}} +6, {{5e|Charisma|Cha}} +9<br />
|skills={{5s|Acrobatics}} +8, {{5s|Perception}} +6, {{5s|Stealth}} +8<br />
|di=poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Poisoned}}, {{5c|Prone}}, {{5c|Restrained}}, {{5c|Stunned}}<br />
|dr=piercing and slashing from nonmagical attacks<br />
|dv=bludgeoning<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=16<br />
|languages=Common, Deep Speech<br />
|cr=10<br />
|xp=5,900<br />
|features=<br />
'''''Strength of Bone.''''' A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5× its {{5a|Str}} bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim.<br />
<br />
'''''Swarm.''''' The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can’t regain hit points or gain temporary hit points.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bone swarm can attack every hostile creature in its space with swirling bones.<br />
<br />
'''''Swirling Bones.''' Melee Weapon Attack:'' +10 to hit, reach 0 ft., one creature in the swarm’s space. ''Hit:'' 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).<br />
<br />
'''''Death’s Embrace (Recharge 5–6).''' Melee Weapon Attack:'' +10 to hit, reach 0 ft., one creature in the swarm’s space. ''Hit:'' the target is {{5c|Grappled}} (escape DC 16) and enveloped within the swarm’s bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50% chance of hitting a creature grappled in Death’s Embrace instead.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet.''<br/><br />
<br />
'''''Swarms of Fallen.''''' On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms.<br/><br />
'''''Nomadic Undead.''''' These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair.<br/><br />
'''''Cliff and Pit Dwellers.''''' Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass.<br/><br />
'''''Undead Nature.''''' A bone swarm doesn’t require air, food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bone Swarm<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bone_Crab_(5e_Creature)&diff=1086297OGC:Bone Crab (5e Creature)2018-09-20T18:37:57Z<p>Clockwerk66: Created OGC creature page for Bone Crab, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bone Crab<br />
|size=Small<br />
|type=beast<br />
|alignment=Neutral<br />
|ac=13<br />
|armor=natural armor<br />
|hp=33<br />
|hpdice=6d6 + 12<br />
|speed=20 ft., swim 10 ft.<br />
|str=10<br />
|dex=14<br />
|con=14<br />
|int=1<br />
|wis=12<br />
|cha=4<br />
|saves=<br />
|skills={{5s|Perception}} +3, {{5s|Stealth}} +4<br />
|dr=bludgeoning<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=13<br />
|languages=&mbsp;<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Amphibious.''''' The bone crab can breathe air and water.<br />
<br />
'''''Bone Camouflage.''''' A bone crab has advantage on {{5a|Dex}} ({{5s|Stealth}}) checks while it’s among bones.<br />
<br />
'''''Hive Mind.''''' A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.<br />
<br />
'''''Leap.''''' Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bone crab makes two claw attacks.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6 + 2) slashing damage.<br />
<br />
'''''White Ghost Shivers.''''' A living creature that is injured by or<br />
makes physical contact with a creature carrying the white<br />
ghost shivers must succeed on a DC 11 {{5a|Con}} saving<br />
throw at the end of the encounter to avoid becoming infected.<br />
This disease manifests after 24 hours, beginning as a mild chill,<br />
but increasingly severe after a day, accompanied by a fever.<br />
Hallucinations are common, and the fright they induce lends<br />
the disease its name. At onset, the infected creature gains two<br />
levels of {{5c|Exhaustion}} that cannot be removed until the disease<br />
is cured by [[5e SRD:Lesser Restoration|''lesser restoration'']], comparable magic, or rest. The<br />
infected creature makes another DC 11 {{5a|Con}} saving<br />
throw at the end of each long rest; a successful save removes<br />
one level of {{5c|Exhaustion}}. If the saving throw fails, the disease<br />
persists. If both levels of {{5c|Exhaustion}} are removed by successful<br />
saving throws, the victim has recovered naturally.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home.''<br/><br />
<br />
'''''Skull Shells.''''' Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls.<br/><br />
'''''Scavengers of Memory.''''' Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear.<br/><br />
Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators.<br/><br />
'''''White Ghost Shivers.''''' Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bone Crab<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Koleotrix_(5e_Creature)&diff=1083784Koleotrix (5e Creature)2018-09-12T23:28:48Z<p>Clockwerk66: adding image</p>
<hr />
<div><br />
==Koleotrix==<br />
{{5e Creature<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=neutral<br />
|ac=20<br />
|armor=natural armor<br />
|hp=102<br />
|hpdice=12d10 + 36<br />
|speed=30 ft., fly 40 ft.<br />
|str=17<br />
|dex=11<br />
|con=16<br />
|int=7<br />
|wis=14<br />
|cha=9<br />
|saves=Strength +6<br />
|skills=<br />
|senses=darkvision 60 ft., passive [[5e SRD:Perception Skill|Perception]] 12<br />
|languages=Common<br />
|cr=6<br />
|xp=2,300<br />
|features=<br />
'''''Clumsy Flier.''''' While flying, the koleotrix has disadvantage on attack rolls.<br />
<br />
'''''Martial Advantage.''''' Once per turn, the koleotrix can deal an extra 9 (2d8) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the koleotrix that isn't incapacitated.<br />
<br />
|actions= <br />
'''''Multiattack.''''' The koleotrix makes two scissor claw attacks.<br />
<br />
'''''Scissor Claw.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 21 (4d8 + 3) slashing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|http://mgewiki.com/images/thumb/e/e9/SoldierBeetle0.jpg/300px-SoldierBeetle0.jpg|http://mgewiki.com/w/Soldier_Beetle}}</div><br />
<br />
These drider-esque insectoid creatures are covered in a sturdy exoskeleton that is like armor, nearly impenetrable by both blades and arrows. They are heavy cavalry from birth, possessing humanoid upper halves, organs of modified exoskeleton that are like weapons, shields, and horns, as well as a massive beetle-like lower body. In combat, they appear as perfectly trained soldiers, never faltering or falling into disarray. They are taciturn, and poor at expressing emotion. On top of that, it is difficult to read emotion from their peculiar insect-like eyes.<br />
<br />
The race's horns, weapons, and shields come in a variety of forms. They are classified into different varieties such as “scissor beetles”, like the individual in the illustration, that have two horns, and a scissor-like weapon, “lancer beetles”, that have a single horn, and a spear like weapon, and “shield beetles”, that don't have horns, but do have a sturdy great shield. The weapons and shield held in their hands are part of their body, but they can put them away properly when doing other tasks.<br />
They prefer to eat sweet things, and they swagger through their forest habitats with their heavy-looking body, lured by the sweet fragrance of their favorite treats, including tree sap. Also, there are wings inside the carapace on their back, and they can even fly if it's a short distance.<br />
<br />
It is said that once they have developed a close enough bond with someone , they will always follow along and wait nearby, behaving as if they were a soldier escorting him. From the manner in which they fight, they appear inexpressive, without the slightest hint of emotion, so they tend to be mistaken as heartless warriors. The truth is that they certainly have a heart despite their lack of expression.<br />
<br />
When one finds a feeding site and bumps into another individual of the same race, it is said that in that case the two “soldiers” will have a duel. It is a custom for deciding priority when it comes to food and reproduction, and in effect raises the skill level of their race as a whole.<br />
<br />
}}<br />
<br />
====Variant: Lancer Koleotrix====<br />
<br />
A lancer koleotrix has the following trait.<br />
<br />
'''''Robust Step.''''' The koleotrix can use a bonus action to move 10 feet without provoking an opportunity attack.<br />
<br />
A lancer koleotrix has the following action (replacing multiattack and scissor claw.)<br />
<br />
'''''Exolance.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 42 (6d12 + 3) piercing damage.<br />
<br />
====Variant: Shield Koleotrix====<br />
A shield koleotrix has the following trait.<br />
<br />
'''''Hercules Shield.''''' Once per turn, the koleotrix gains a +2 bonus to AC against an attack, or a +2 bonus to a Dexterity saving throw.<br />
<br />
A shield koleotrix has the following action (replacing multiattack and scissor claw.)<br />
<br />
'''''Multiattack.''''' The koleotrix makes three hammer claw attacks.<br />
<br />
'''''Hammer Claw.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (3d6 + 3) bludgeoning damage.<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Koleotrix_(5e_Creature)&diff=1083750Koleotrix (5e Creature)2018-09-12T23:11:22Z<p>Clockwerk66: </p>
<hr />
<div><br />
==Koleotrix==<br />
{{5e Creature<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=neutral<br />
|ac=20<br />
|armor=natural armor<br />
|hp=102<br />
|hpdice=12d10 + 36<br />
|speed=30 ft., fly 40 ft.<br />
|str=17<br />
|dex=11<br />
|con=16<br />
|int=7<br />
|wis=14<br />
|cha=9<br />
|saves=Strength +6<br />
|skills=<br />
|senses=darkvision 60 ft., passive [[5e SRD:Perception Skill|Perception]] 12<br />
|languages=Common<br />
|cr=6<br />
|xp=2,300<br />
|features=<br />
'''''Clumsy Flier.''''' While flying, the koleotrix has disadvantage on attack rolls.<br />
<br />
'''''Martial Advantage.''''' Once per turn, the koleotrix can deal an extra 9 (2d8) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the koleotrix that isn't incapacitated.<br />
<br />
|actions= <br />
'''''Multiattack.''''' The koleotrix makes two scissor claw attacks.<br />
<br />
'''''Scissor Claw.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 21 (4d8 + 3) slashing damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
These drider-esque insectoid creatures are covered in a sturdy exoskeleton that is like armor, nearly impenetrable by both blades and arrows. They are heavy cavalry from birth, possessing humanoid upper halves, organs of modified exoskeleton that are like weapons, shields, and horns, as well as a massive beetle-like lower body. In combat, they appear as perfectly trained soldiers, never faltering or falling into disarray. They are taciturn, and poor at expressing emotion. On top of that, it is difficult to read emotion from their peculiar insect-like eyes.<br />
<br />
The race's horns, weapons, and shields come in a variety of forms. They are classified into different varieties such as “scissor beetles”, like the individual in the illustration, that have two horns, and a scissor-like weapon, “lancer beetles”, that have a single horn, and a spear like weapon, and “shield beetles”, that don't have horns, but do have a sturdy great shield. The weapons and shield held in their hands are part of their body, but they can put them away properly when doing other tasks.<br />
They prefer to eat sweet things, and they swagger through their forest habitats with their heavy-looking body, lured by the sweet fragrance of their favorite treats, including tree sap. Also, there are wings inside the carapace on their back, and they can even fly if it's a short distance.<br />
<br />
It is said that once they have developed a close enough bond with someone , they will always follow along and wait nearby, behaving as if they were a soldier escorting him. From the manner in which they fight, they appear inexpressive, without the slightest hint of emotion, so they tend to be mistaken as heartless warriors. The truth is that they certainly have a heart despite their lack of expression.<br />
<br />
When one finds a feeding site and bumps into another individual of the same race, it is said that in that case the two “soldiers” will have a duel. It is a custom for deciding priority when it comes to food and reproduction, and in effect raises the skill level of their race as a whole.<br />
<br />
}}<br />
<br />
====Variant: Lancer Koleotrix====<br />
<br />
A lancer koleotrix has the following trait.<br />
<br />
'''''Robust Step.''''' The koleotrix can use a bonus action to move 10 feet without provoking an opportunity attack.<br />
<br />
A lancer koleotrix has the following action (replacing multiattack and scissor claw.)<br />
<br />
'''''Exolance.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 42 (6d12 + 3) piercing damage.<br />
<br />
====Variant: Shield Koleotrix====<br />
A shield koleotrix has the following trait.<br />
<br />
'''''Hercules Shield.''''' Once per turn, the koleotrix gains a +2 bonus to AC against an attack, or a +2 bonus to a Dexterity saving throw.<br />
<br />
A shield koleotrix has the following action (replacing multiattack and scissor claw.)<br />
<br />
'''''Multiattack.''''' The koleotrix makes three hammer claw attacks.<br />
<br />
'''''Hammer Claw.''''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 13 (3d6 + 3) bludgeoning damage.<br />
<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bone_Collective_(5e_Creature)&diff=1083124OGC:Bone Collective (5e Creature)2018-09-11T03:36:51Z<p>Clockwerk66: Created OGC creature page for Bone Collective, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bone Collective<br />
|size=Small<br />
|type=undead<br />
|alignment=Chaotic Evil<br />
|ac=17<br />
|armor=natural armor<br />
|hp=120<br />
|hpdice=16d6 + 64<br />
|speed=30 ft.<br />
|str=10<br />
|dex=20<br />
|con=18<br />
|int=14<br />
|wis=10<br />
|cha=16<br />
|saves={{5e|Dexterity|Dex}} +8<br />
|skills={{5s|Arcana}} +5, {{5s|Deception}} +6, {{5s|Perception}} +3, {{5s|Stealth}} +11<br />
|di=necrotic, poison<br />
|ci={{5c|Exhaustion}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered<br />
|senses={{5e|Darkvision}} 120 ft.<br />
|passPerc=13<br />
|languages=Common, Deep Speech<br />
|cr=8<br />
|xp=3,900<br />
|features=<br />
'''''Hive Mind.''''' All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an {{5a|Int}} of 14. Below this hp threshold, it becomes mindless ({{5a|Int}} 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective.<br />
<br />
'''''Innate Spellcasting.''''' The bone collective’s innate spellcasting ability is {{5a|Cha}} (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Chill Touch|''chill touch'']]<br/><br />
3/day: [[5e SRD:Animate Dead|''animate dead'']] (up to 5 skeletons or zombies)<br />
<br />
'''''Swarm.''''' A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can’t occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature’s space and vice versa, and it can move through openings at least 1 foot square. It can’t change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 31 (4d12 + 5) piercing damage, and the target must make a DC 16 {{5a|Con}} save or suffer the effects of Wyrmblood Venom.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 25 (3d12 + 5) slashing damage.<br />
<br />
'''''Swarm.''' Melee Weapon Attack:'' +8 to hit, reach 0 ft., one one creature in the swarm’s space. ''Hit:'' 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 {{5a|Con}} save or suffer the effects of Wyrmblood Venom.<br />
<br />
'''''Wyrmblood Venom (Injury).''''' Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 {{5a|Con}} saving throw or become {{5c|Poisoned}} and take 1d6 {{5a|Cha}} damage. A {{5c|Poisoned}} creature repeats the saving throw every four hours, taking another 1d6 {{5a|Cha}} damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost {{5a|Cha}} can be regained with a [[5e SRD:Lesser Restoration|''lesser restoration'']] spell or comparable magic.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune.''<br/><br />
<br />
'''''Spies and Sneaks.''''' Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes.<br/><br />
'''''Zombie Mounts.''''' Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing.<br/><br />
'''''Feed on Society.''''' Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective.<br/><br />
They dislike extreme heat, as it makes their bones brittle.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bone Collective<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Boloti_(5e_Creature)&diff=1083121OGC:Boloti (5e Creature)2018-09-11T03:22:23Z<p>Clockwerk66: Created OGC creature page for Boloti, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Boloti<br />
|size=Tiny<br />
|type=fey<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=<br />
|hp=63<br />
|hpdice=14d4 + 28<br />
|speed=20 ft., swim 60 ft.<br />
|str=12<br />
|dex=20<br />
|con=14<br />
|int=13<br />
|wis=12<br />
|cha=11<br />
|saves=<br />
|skills={{5s|Perception}} +3, {{5s|Stealth}} +7<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=13<br />
|languages=Common, Primordial, Sylvan<br />
|cr=1<br />
|xp=200<br />
|features=<br />
'''''Amphibious.''''' The boloti can breathe air and water.<br />
<br />
'''''Innate Spellcasting.''''' The boloti’s innate spellcasting ability is {{5a|Int}} (spell save DC 11). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Detect Magic|''detect magic'']], [[5e SRD:Water Walk|''water walk'']]<br/><br />
3/day: [[5e SRD:Control Water|''control water'']], [[5e SRD:Create or Destroy Water|''create or destroy water'']], [[5e SRD:Fog Cloud|''fog cloud'']], [[5e SRD:Invisibility|''invisibility'']], [[5e SRD:See Invisibility|''see invisibility'']], [[5e SRD:Water Breathing|''water breathing'']]<br/><br />
1/day: [[5e SRD:Wall of Ice|''wall of ice'']]<br />
<br />
'''''Water Mastery.''''' A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has {{5e|Disadvantage}} on attack rolls.<br />
<br />
|actions=<br />
'''''Dagger.''' Melee or Ranged Weapon Attack:'' +7 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 7 (1d4 + 5) piercing damage.<br />
<br />
'''''Vortex (1/Day).''''' A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can’t leave the water while in vortex form. While in vortex form, the boloti can enter another creature’s space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic.<br/><br />
A creature in the same space as the boloti at the start of the creature’s turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 {{5a|Dex}} saving throw. If the creature is Medium or smaller, a failed saving throw also means it is {{5c|Grappled}} (escape DC 11). Until this grapple ends, the target is {{5c|Restrained}} and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti’s space.<br />
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|desc=''This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh, allowing it to jet through the water at high speeds.''<br/><br />
<br />
'''''Swamp Robbers.''''' Known as “uriska” in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing their corpses of whatever shiny objects they find. Bolotis use their magical vortex to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs.<br/><br />
'''''Fond of Allies.''''' Bolotis sometimes team up with vodyanoi, miremals, and will-o’-wisps to create cunning ambushes. They are happy with a single kill at a time.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Boloti<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Blemmyes_(5e_Creature)&diff=1082976OGC:Blemmyes (5e Creature)2018-09-10T21:17:06Z<p>Clockwerk66: Created OGC creature page for Blemmyes, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Blemmyes<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=Chaotic Evil<br />
|ac=15<br />
|armor=natural armor<br />
|hp=168<br />
|hpdice=16d10 + 80<br />
|speed=40 ft.<br />
|str=20<br />
|dex=13<br />
|con=20<br />
|int=7<br />
|wis=12<br />
|cha=15<br />
|saves=<br />
|skills={{5s|Intimidation}} +3<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=11<br />
|languages=Giant<br />
|cr=8<br />
|xp=3,900<br />
|features=<br />
'''''Carnivorous Compulsion.''''' If it can see an {{5c|Incapacitated}} creature, the blemmyes must succeed on a DC 11 {{5a|Wis}} save or be compelled to move toward that creature and attack it.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The blemmyes makes two slam attacks and one bite attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller {{5c|Incapacitated}} creature, that creature is swallowed. While swallowed, the creature is {{5c|Blinded}} and {{5c|Restrained}}, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes’ turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 {{5a|Con}} saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer {{5c|Restrained}} by it and can escape from the corpse using 5 feet of movement, exiting prone.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 {{5a|Wis}} saving throw or be {{5c|Stunned}} until the end of its next turn.<br />
<br />
'''''Rock.''' Ranged Weapon Attack:'' +8 to hit, range 30/120 ft., one target. ''Hit:'' 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 {{5a|Wis}} saving throw or be {{5c|Frightened}} until the end of its next turn.<br />
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|desc=''This headless giant has a large mouth in its chest, with eyes bulging out on either side of it.''<br/><br />
<br />
'''''Always Hungry.''''' Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence.<br/><br />
'''''Cannibals.''''' So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their race when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast.<br/><br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Blemmyes<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Black_Knight_Commander_(5e_Creature)&diff=1082447OGC:Black Knight Commander (5e Creature)2018-09-09T16:11:27Z<p>Clockwerk66: Created OGC creature page for Black Knight Commander, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Black Knight Commander<br />
|size=Medium<br />
|type=humanoid<br />
|race=any race<br />
|alignment=Lawful Evil<br />
|ac=18<br />
|armor=plate<br />
|hp=78<br />
|hpdice=12d8 + 24<br />
|speed=30 ft.<br />
|str=18<br />
|dex=10<br />
|con=14<br />
|int=12<br />
|wis=13<br />
|cha=15<br />
|saves={{5e|Strength|Str}} +7, {{5e|Wisdom|Wis}} +4, {{5e|Charisma|Cha}} +5<br />
|skills={{5s|Animal Handling}} +4, {{5s|Athletics}} +7, {{5s|Intimidation}} +5<br />
|senses=<br />
|passPerc=11<br />
|languages=any two languages<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Charge.''''' If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.<br />
<br />
'''''Hateful Aura.''''' The black knight commander and allies within 10 feet of the commander add its {{5a|Cha}} modifier to weapon damage rolls (included in damage below).<br />
<br />
'''''Magic Weapons.''''' The black knight commander’s weapon attacks are made with magical (+1) weapons.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The black knight commander makes two melee attacks.<br />
<br />
'''''Mace.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d6 + 5) bludgeoning damage.<br />
<br />
'''''Lance.''' Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 11 (1d12 + 5) piercing damage.<br />
<br />
'''''Frightful Charge (Recharges after a Short or Long Rest).''''' The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 {{5a|Wis}} saving throw or become {{5c|Frightened}} for 1 minute. A {{5c|Frightened}} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.<br />
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|desc=The black knight commander strikes an imposing figure upon his chosen mount; one that inspires bloodlust in his allies and fear in his foes. Devoted to his own twisted code, the black knight commander has a sense of honor but he spares no compassion for those who stand in his way. Whether he fights for a dark lord or a demonic god, all of his foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Black Knight Commander<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bandit_Lord_(5e_Creature)&diff=1082439OGC:Bandit Lord (5e Creature)2018-09-09T15:59:11Z<p>Clockwerk66: Created OGC creature page for Bandit Lord, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bandit Lord<br />
|size=Medium<br />
|type=humanoid<br />
|race=any race<br />
|alignment=any non-lawful alignment<br />
|ac=16<br />
|armor=breastplate<br />
|hp=91<br />
|hpdice=14d8 + 28<br />
|speed=30 ft.<br />
|str=16<br />
|dex=15<br />
|con=14<br />
|int=14<br />
|wis=11<br />
|cha=14<br />
|saves={{5e|Strength|Str}} +5, {{5e|Dexterity|Dex}} +4, {{5e|Wisdom|Wis}} +2<br />
|skills={{5s|Athletics}} +5, {{5s|Deception}} +4, {{5s|Intimidation}} +4<br />
|senses=<br />
|passPerc=10<br />
|languages=any two languages<br />
|cr=4<br />
|xp=1,100<br />
|features=<br />
'''''Pack Tactics.''''' The bandit lord has {{5e|Advantage}} on an attack roll against a creature if at least one of the bandit lord’s allies is within 5 feet of the creature and the ally isn’t {{5c|Incapacitated}}.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bandit lord makes three melee or ranged attacks.<br />
<br />
'''''Greatsword.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 10 (2d6 + 3) slashing damage.<br />
<br />
'''''Dagger.''' Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage.<br />
<br />
'''''Leadership (Recharges after a Short or Long Rest).''''' For 1 minute, the bandit lord can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is {{5c|Incapacitated}}.<br />
<br />
|reactions=<br />
'''''Parry.''''' The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.<br />
<br />
'''''Redirect Attack.''''' When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.<br />
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|desc=Not just the leader of a simple gang, the bandit lord has gathered a small army of outlaws and brigands together through force of personality, wit, and strength of arms. To keep those followers in line, the bandit leader must rely on loyal captains whom the bandit lord rewards for their successes and brutally punishes for their failures.<br/><br />
Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. So the bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that’s beneficial and magnanimous when it costs nothing.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bandit Lord<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]<br />
[[Category:Good Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bereginyas_(5e_Creature)&diff=1082413OGC:Bereginyas (5e Creature)2018-09-09T15:32:03Z<p>Clockwerk66: Created OGC creature page for Bereginyas, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bereginyas<br />
|size=Tiny<br />
|type=fey<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=<br />
|hp=70<br />
|hpdice=20d4 + 20<br />
|speed=20 ft., fly 60 ft.<br />
|str=14<br />
|dex=20<br />
|con=12<br />
|int=13<br />
|wis=12<br />
|cha=11<br />
|saves={{5e|Dexterity|Dex}} +7<br />
|skills={{5s|Perception}} +5, {{5s|Stealth}} +9<br />
|di=bludgeoning<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=15<br />
|languages=Common, Elvish, Sylvan<br />
|cr=4<br />
|xp=1,100<br />
|features=<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bereginyas makes two claw attacks. If both attacks hit the same target, the target is {{5c|Grappled}} (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d8 + 5) slashing damage.<br />
<br />
'''''Smother.''''' If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target’s throat as a bonus action. The target must make a successful DC 14 {{5a|Str}} saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.<br />
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|desc=''These small, winged faeries appear to be made out of gray mist, and can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs.''<br/><br />
<br />
'''''Mist Dancers.''''' These evil and cunning faeries (whose name means “mist dancers” in Old Elvish) overcome their victims by seeping into their lungs and choking them on the bereginyas’s foul essence.<br/><br />
'''''Mountain Spirits.''''' They are most commonly found in the highest mountain ranges, often above the treeline, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them; these offerings are certainly welcome during the spring lambing season.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bereginyas<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Beli_(5e_Creature)&diff=1082390OGC:Beli (5e Creature)2018-09-09T15:15:50Z<p>Clockwerk66: Created OGC creature page for Beli, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Beli<br />
|size=Small<br />
|type=fey<br />
|alignment=Neutral Evil<br />
|ac=15<br />
|armor=natural armor<br />
|hp=45<br />
|hpdice=10d6 + 10<br />
|speed=30 ft., fly 30 ft.<br />
|str=11<br />
|dex=16<br />
|con=12<br />
|int=8<br />
|wis=11<br />
|cha=14<br />
|saves={{5e|Dexterity|Dex}} +5<br />
|skills={{5s|Perception}} +4, {{5s|Stealth}} +5<br />
|di=cold<br />
|dv=fire<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=14<br />
|languages=Common, Dwarvish, Giant<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Arctic Hunter.''''' Beli have advantage on {{5a|Dex}} ({{5s|Stealth}}) checks and {{5a|Wis}} ({{5s|Perception}}) checks made in icy, natural surroundings.<br />
<br />
'''''Cold Regeneration.''''' As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn’t function at the start of the beli’s next turn. The beli dies only if it starts its turn with 0 hit points and it doesn’t regenerate.<br />
<br />
'''''Flyby.''''' The beli doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.<br />
<br />
'''''Innate Spellcasting.''''' The beli’s innate spellcasting ability is {{5a|Cha}} (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Invisibility|''invisibility'']]<br/><br />
3/day: [[5e SRD:Chill Touch|''chill touch'']]<br />
<br />
|actions=<br />
'''''Ice Dagger.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.<br />
<br />
'''''Icy Shortbow.''' Ranged Weapon Attack:'' +5 to hit, range 80/320 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 {{5a|Con}} saving throw or gain 2 levels of exhaustion from the arrow’s icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn’t die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.<br />
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|desc=''These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice.''<br/><br />
<br />
These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers.<br/><br />
'''''Servants of the North Wind.''''' Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar.<br/><br />
'''''Feast Crashers.''''' Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks.<br/><br />
'''''Fear of Druids.''''' They have an irrational fear of northern druids and their snow bear companions.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Beli<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Behtu_(5e_Creature)&diff=1082049OGC:Behtu (5e Creature)2018-09-08T21:44:06Z<p>Clockwerk66: Created OGC creature page for Behtu, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Behtu<br />
|size=Small<br />
|type=humanoid<br />
|alignment=Chaotic Evil<br />
|ac=14<br />
|armor=hide armor<br />
|hp=52<br />
|hpdice=8d6 + 24<br />
|speed=20 ft., climb 20 ft.<br />
|str=17<br />
|dex=16<br />
|con=16<br />
|int=12<br />
|wis=11<br />
|cha=7<br />
|saves={{5e|Dexterity|Dex}} +5<br />
|skills={{5s|Athletics}} +5, {{5s|Stealth}} +5<br />
|dr=cold, fire, lightning<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=10<br />
|languages=Behtu, Common, Infernal<br />
|cr=2<br />
|xp=450<br />
|features=<br />
<br />
|actions=<br />
'''''Bite.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage.<br />
<br />
'''''Shortspear.''' Melee or Ranged Weapon Attack:'' +5 to hit, reach 5 ft. or range 20/60 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage.<br />
<br />
'''''Fire Breath (Recharge 6).''''' The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 {{5a|Dex}} saving throw.<br />
<br />
'''''Ichorous Infusions.''''' Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their {{5a|Str}} and {{5a|Con}} scores and quadruple their base speed (including their climb speed). Behtus also take a –4 penalty to their {{5a|Int}} and {{5a|Wis}} scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes {{5c|Poisoned}} and takes 10 (3d6) poison damage; a successful DC 14 {{5a|Con}} saving throw against poison reduces damage to half and negates the {{5c|Poisoned}} condition.<br />
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|desc=''With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands.''<br/><br />
<br />
Mechuiti (meh-CHOO-ee-tee), the demon lord of apes, cannibalism, and torture, combines the cruelty of a demon with the cunning of a human and the ferocity of an ape. He bred the same qualities into his people, the behtu (BAY-too), who carry his worship from island to island.<br/><br />
'''''Temple Builders.''''' The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle.<br/><br />
'''''Ichor Drinkers.''''' In his volcanic temples, Mechuiti’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection.<br/><br />
'''''Scaly Mounts.''''' The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Behtu<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bearfolk_(5e_Creature)&diff=1082022OGC:Bearfolk (5e Creature)2018-09-08T20:18:35Z<p>Clockwerk66: Created OGC creature page for Bearfolk, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bearfolk<br />
|size=Medium<br />
|type=humanoid<br />
|race=bearfolk<br />
|alignment=Chaotic Good<br />
|ac=14<br />
|armor=hide armor<br />
|hp=45<br />
|hpdice=6d8 + 18<br />
|speed=40 ft.<br />
|str=19<br />
|dex=14<br />
|con=16<br />
|int=8<br />
|wis=12<br />
|cha=9<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=11<br />
|languages=Common, Giant<br />
|cr=3<br />
|xp=700<br />
|features=<br />
'''''Frenzy (1/rest).''''' As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains {{5e|Resistance}} to bludgeoning, piercing, and slashing damage and has {{5e|Advantage}} on attack rolls. Attack rolls made against a frenzied bearfolk have {{5e|Advantage}}.<br />
<br />
'''''Keen Smell.''''' The bearfolk has {{5e|Advantage}} on {{5a|Wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite.<br />
<br />
'''''Battleaxe.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 11 (2d6 + 4) piercing damage.<br />
<br />
'''''Warhammer.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans.''<br/><br />
<br />
The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.<br/><br />
'''''Sworn to the Bear King.''''' Bearfolk are almost universally the subjects of the Bear King, one of the great fey lords. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society.<br/><br />
'''''Passionate and Volatile.''''' Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bearfolk<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Good Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bastet_Temple_Cat_(5e_Creature)&diff=1082017OGC:Bastet Temple Cat (5e Creature)2018-09-08T19:56:12Z<p>Clockwerk66: Created OGC creature page for Bastet Temple Cat, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bastet Temple Cat<br />
|size=Small<br />
|type=monstrosity<br />
|alignment=Chaotic Neutral<br />
|ac=14<br />
|armor=<br />
|hp=40<br />
|hpdice=9d6 + 9<br />
|speed=40 ft., climb 30 ft.<br />
|str=8<br />
|dex=19<br />
|con=12<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|skills={{5s|Perception}} +5, {{5s|Stealth}} +6<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=15<br />
|languages=Common and Sylvan<br />
|cr=1<br />
|xp=200<br />
|features=<br />
'''''Keen Smell.''''' The temple cat has advantage on {{5a|Wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Innate Spellcasting.''''' The temple cat’s innate spellcasting ability is {{5a|Cha}} (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Guidance|''guidance'']]<br/><br />
3/day each: [[5e SRD:Charm Person|''charm person'']], [[5e SRD:Cure Wounds|''cure wounds'']]<br/><br />
1/day each: [[5e SRD:Enhance Ability|''enhance ability'']] (only Cat’s Grace)<br />
<br />
'''''Priestly Purr.''''' When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat’s Innate Spellcasting trait.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The temple cat makes one bite attack and one claws attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d4 + 4) piercing damage.<br />
<br />
'''''Claws.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d4 + 4) slashing damage.<br />
<br />
'''''Fascinating Lure.''''' The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 {{5a|Wis}} saving throw or be {{5c|Charmed}}. While {{5c|Charmed}} by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A {{5c|Charmed}} target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, the creature is immune to the temple cat’s Fascinating Lure for the next 24 hours. The temple cat has {{5e|Advantage}} on attack rolls against any creature petting or holding it.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple.''<br/><br />
<br />
'''''Bred for Magic.''''' Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.<br/><br />
'''''Lazy Temple Pets.''''' By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits them.<br/><br />
'''''Fierce Shrine Guardians.''''' By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bastet Temple Cat<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bastet_Temple_Cat_(5e_Creature)&diff=1082016OGC:Bastet Temple Cat (5e Creature)2018-09-08T19:55:32Z<p>Clockwerk66: Created OGC creature page for Bastet Temple Cat, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bastet Temple Cat<br />
|size=Small<br />
|type=monstrosity<br />
|alignment=chaotic neutral<br />
|ac=14<br />
|armor=<br />
|hp=40<br />
|hpdice=9d6 + 9<br />
|speed=40 ft., climb 30 ft.<br />
|str=8<br />
|dex=19<br />
|con=12<br />
|int=12<br />
|wis=16<br />
|cha=18<br />
|skills={{5s|Perception}} +5, {{5s|Stealth}} +6<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=15<br />
|languages=Common and Sylvan<br />
|cr=1<br />
|xp=200<br />
|features=<br />
'''''Keen Smell.''''' The temple cat has advantage on {{5a|Wis}} ({{5s|Perception}}) checks that rely on smell.<br />
<br />
'''''Innate Spellcasting.''''' The temple cat’s innate spellcasting ability is {{5a|Cha}} (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Guidance|''guidance'']]<br/><br />
3/day each: [[5e SRD:Charm Person|''charm person'']], [[5e SRD:Cure Wounds|''cure wounds'']]<br/><br />
1/day each: [[5e SRD:Enhance Ability|''enhance ability'']] (only Cat’s Grace)<br />
<br />
'''''Priestly Purr.''''' When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat’s Innate Spellcasting trait.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The temple cat makes one bite attack and one claws attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 6 (1d4 + 4) piercing damage.<br />
<br />
'''''Claws.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d4 + 4) slashing damage.<br />
<br />
'''''Fascinating Lure.''''' The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 {{5a|Wis}} saving throw or be {{5c|Charmed}}. While {{5c|Charmed}} by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A {{5c|Charmed}} target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, the creature is immune to the temple cat’s Fascinating Lure for the next 24 hours. The temple cat has {{5e|Advantage}} on attack rolls against any creature petting or holding it.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple.''<br/><br />
<br />
'''''Bred for Magic.''''' Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment.<br/><br />
'''''Lazy Temple Pets.''''' By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits them.<br/><br />
'''''Fierce Shrine Guardians.''''' By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bastet Temple Cat<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Baba_Yaga%27s_Horsemen,_Black_Night_(5e_Creature)&diff=1082002OGC:Baba Yaga's Horsemen, Black Night (5e Creature)2018-09-08T19:35:07Z<p>Clockwerk66: Created OGC creature page for Baba Yaga's Horsemen, Black Night, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Black Night, Baba Yaga's Horseman<br />
|size=Medium<br />
|type=fey<br />
|alignment=Lawful Neutral<br />
|ac=20<br />
|armor=plate and shield<br />
|hp=171<br />
|hpdice=18d8 + 90<br />
|speed=30 ft.<br />
|str=22<br />
|dex=11<br />
|con=21<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves={{5e|Dexterity|Dex}} +4, {{5e|Wisdom|Wis}} +8<br />
|skills={{5s|Arcana}} +7, {{5s|Athletics}} +10, {{5s|History}} +7, {{5s|Perception}} +8<br />
|di=cold, lightning, poison<br />
|ci={{5c|Exhaustion}}, {{5c|Paralyzed}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|senses=<br />
|passPerc=18<br />
|languages=Celestial, Common, Infernal; telepathy 100 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Innate Spellcasting.''''' The horseman is a 12th-level spellcaster. Its spellcasting ability is {{5a|Cha}} (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Ray of Frost|''ray of frost'']]<br/><br />
1/day each: [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Fire Shield|''fire shield'']], [[5e SRD:Haste|''haste'']], [[5e SRD:Slow|''slow'']]<br/><br />
2/day: [[5e SRD:Darkness|''darkness'']]<br/><br />
3/day each: ''ethereal jaunt'', [[5e SRD:Phantom Steed|''phantom steed'']] (appears as a horse colored appropriately to the horseman), [[5e SRD:Plane Shift|''plane shift'']] (self and steed only)<br />
<br />
'''''Magic Resistance.''''' The horseman has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Night Sight.''''' The horseman can see perfectly in normal and magical darkness.<br />
<br />
'''''Peerless Rider.''''' Any attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.<br />
<br />
'''''Quick Draw.''''' The horseman can switch between wielding its lance and longsword as a bonus action.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.<br />
<br />
'''''Lance.''' Melee Weapon Attack:'' +10 to hit, reach 10 ft. ({{5e|Disadvantage}} within 5 ft.), one target. ''Hit:'' 12 (1d12 + 6) piercing damage.<br />
<br />
'''''Longsword.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) slashing damage.<br />
<br />
'''''Temporal Strike (recharge 5-6).''''' When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 {{5a|Con}} saving throw or instantly age 3d10 years. A creature that ages this way has {{5e|Disadvantage}} on attack rolls, ability checks, and saving throws based on {{5a|Str}}, {{5a|Dex}}, and {{5a|Con}} until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by [[5e SRD:Greater Restoration|''greater restoration'']] or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds.''<br/><br />
<br />
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.<br/><br />
'''''Varied Origin.''''' They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor.<br/><br />
'''''One Rises, Two Set.''''' The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.<br/><br />
'''''Timeless Nature.''''' The horsemen don’t age and don’t require food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Baba Yaga's Horsemen, Black Night<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Baba_Yaga%27s_Horsemen,_Red_Sun_(5e_Creature)&diff=1081990OGC:Baba Yaga's Horsemen, Red Sun (5e Creature)2018-09-08T19:18:30Z<p>Clockwerk66: Created OGC creature page for Baba Yaga's Horsemen, Red Sun, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Red Sun, Baba Yaga's Horseman<br />
|size=Medium<br />
|type=fey<br />
|alignment=Lawful Neutral<br />
|ac=20<br />
|armor=plate and shield<br />
|hp=171<br />
|hpdice=18d8 + 90<br />
|speed=30 ft.<br />
|str=22<br />
|dex=11<br />
|con=21<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves={{5e|Dexterity|Dex}} +4, {{5e|Wisdom|Wis}} +8<br />
|skills={{5s|Arcana}} +7, {{5s|Athletics}} +10, {{5s|History}} +7, {{5s|Perception}} +8<br />
|di=fire, lightning, poison<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Poisoned}}<br />
|dr=bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|senses=<br />
|passPerc=18<br />
|languages=Celestial, Common, Infernal; telepathy 100 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Innate Spellcasting.''''' The horseman is a 12th-level spellcaster. Its spellcasting ability is {{5a|Cha}} (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
1/day each: [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Fire Shield|''fire shield'']], [[5e SRD:Haste|''haste'']], [[5e SRD:Slow|''slow'']]<br/><br />
2/day each: [[5e SRD:Continual Flame|''continual flame'']], [[5e SRD:Scorching Ray|''scorching ray'']]<br/><br />
3/day each: ''ethereal jaunt'', [[5e SRD:Phantom Steed|''phantom steed'']] (appears as a horse colored appropriately to the horseman), [[5e SRD:Plane Shift|''plane shift'']] (self and steed only)<br />
<br />
'''''Magic Resistance.''''' The horseman has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Peerless Rider.''''' Any attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.<br />
<br />
'''''Quick Draw.''''' The horseman can switch between wielding its lance and longsword as a bonus action.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.<br />
<br />
'''''Lance.''' Melee Weapon Attack:'' +10 to hit, reach 10 ft. ({{5e|Disadvantage}} within 5 ft.), one target. ''Hit:'' 12 (1d12 + 6) piercing damage.<br />
<br />
'''''Longsword.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) slashing damage.<br />
<br />
'''''Temporal Strike (recharge 5-6).''''' When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 {{5a|Con}} saving throw or instantly age 3d10 years. A creature that ages this way has {{5e|Disadvantage}} on attack rolls, ability checks, and saving throws based on {{5a|Str}}, {{5a|Dex}}, and {{5a|Con}} until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by [[5e SRD:Greater Restoration|''greater restoration'']] or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds.''<br/><br />
<br />
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.<br/><br />
'''''Varied Origin.''''' They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor.<br/><br />
'''''One Rises, Two Set.''''' The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.<br/><br />
'''''Timeless Nature.''''' The horsemen don’t age and don’t require food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Baba Yaga's Horsemen, Red Sun<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Baba_Yaga%27s_Horsemen,_Bright_Day_(5e_Creature)&diff=1081989OGC:Baba Yaga's Horsemen, Bright Day (5e Creature)2018-09-08T19:16:35Z<p>Clockwerk66: Created OGC creature page for Baba Yaga's Horsemen, Bright Day, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bright Day, Baba Yaga's Horseman<br />
|size=Medium<br />
|type=fey<br />
|alignment=Lawful Neutral<br />
|ac=20<br />
|armor=plate and shield<br />
|hp=171<br />
|hpdice=18d8 + 90<br />
|speed=30 ft.<br />
|str=22<br />
|dex=11<br />
|con=21<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves={{5e|Dexterity|Dex}} +4, {{5e|Wisdom|Wis}} +8<br />
|skills={{5s|Arcana}} +7, {{5s|Athletics}} +10, {{5s|History}} +7, {{5s|Perception}} +8<br />
|di=lightning, poison<br />
|ci={{5c|Exhaustion}}, {{5c|Paralyzed}}, {{5c|Poisoned}}<br />
|dr=cold, fire, bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|senses=darkvision 60 ft.<br />
|passPerc=18<br />
|languages=Celestial, Common, Infernal; telepathy 100 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Innate Spellcasting.''''' The horseman is a 12th-level spellcaster. Its spellcasting ability is {{5a|Cha}} (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Sacred Flame|''sacred flame'']]<br/><br />
1/day each: [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Fire Shield|''fire shield'']], [[5e SRD:Haste|''haste'']], [[5e SRD:Slow|''slow'']]<br/><br />
2/day: [[5e SRD:Daylight|''daylight'']]<br/><br />
3/day each: ''ethereal jaunt'', [[5e SRD:Phantom Steed|''phantom steed'']] (appears as a horse colored appropriately to the horseman), [[5e SRD:Plane Shift|''plane shift'']] (self and steed only)<br />
<br />
'''''Magic Resistance.''''' The horseman has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Peerless Rider.''''' Any attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.<br />
<br />
'''''Quick Draw.''''' The horseman can switch between wielding its lance and longsword as a bonus action.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.<br />
<br />
'''''Lance.''' Melee Weapon Attack:'' +10 to hit, reach 10 ft. ({{5e|Disadvantage}} within 5 ft.), one target. ''Hit:'' 12 (1d12 + 6) piercing damage.<br />
<br />
'''''Longsword.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) slashing damage.<br />
<br />
'''''Temporal Strike (recharge 5-6).''''' When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 {{5a|Con}} saving throw or instantly age 3d10 years. A creature that ages this way has {{5e|Disadvantage}} on attack rolls, ability checks, and saving throws based on {{5a|Str}}, {{5a|Dex}}, and {{5a|Con}} until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by [[5e SRD:Greater Restoration|''greater restoration'']] or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
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|desc=''These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds.''<br/><br />
<br />
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.<br/><br />
'''''Varied Origin.''''' They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor.<br/><br />
'''''One Rises, Two Set.''''' The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.<br/><br />
'''''Timeless Nature.''''' The horsemen don’t age and don’t require food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Baba Yaga's Horsemen, Bright Day<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Baba_Yaga%27s_Horsemen,_Bright_Day_(5e_Creature)&diff=1081930OGC:Baba Yaga's Horsemen, Bright Day (5e Creature)2018-09-08T16:09:28Z<p>Clockwerk66: Created OGC creature page for Baba Yaga's Horsemen, Bright Day, from Kobold Press' "Tome of Beasts (5e)" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bright Day, Baba Yaga's Horseman<br />
|size=Medium<br />
|type=fey<br />
|alignment=Lawful Neutral<br />
|ac=20<br />
|armor=plate and shield<br />
|hp=171<br />
|hpdice=18d8 + 90<br />
|speed=30 ft.<br />
|str=22<br />
|dex=11<br />
|con=21<br />
|int=16<br />
|wis=18<br />
|cha=18<br />
|saves={{5e|Dexterity|Dex}} +4, {{5e|Wisdom|Wis}} +8<br />
|skills={{5s|Arcana}} +7, {{5s|Athletics}} +10, {{5s|History}} +7, {{5s|Perception}} +8<br />
|di=lightning, poison<br />
|ci={{5c|Exhaustion}}, {{5c|Paralyzed}}, {{5c|Poisoned}}<br />
|dr=cold, fire, bludgeoning, piercing, and slashing damage from nonmagical attacks<br />
|senses=darkvision 60 ft.<br />
|passPerc=18<br />
|languages=Celestial, Common, Infernal; telepathy 100 ft.<br />
|cr=11<br />
|xp=7,200<br />
|features=<br />
'''''Innate Spellcasting.''''' The horseman is a 12th-level spellcaster. Its spellcasting ability is {{5a|Cha}} (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:<br />
<br />
At will: [[5e SRD:Sacred Flame|''sacred flame'']]<br/><br />
1/day each: [[5e SRD:Dimension Door|''dimension door'']], [[5e SRD:Fire Shield|''fire shield'']], [[5e SRD:Haste|''haste'']], [[5e SRD:Slow|''slow'']]<br/><br />
2/day: [[5e SRD:Daylight|''daylight'']]<br/><br />
3/day each: [[5e SRD:Ethereal Jaunt|''ethereal jaunt'']], [[5e SRD:Phantom Steed|''phantom steed'']] (appears as a horse colored appropriately to the horseman), [[5e SRD:Plane Shift|''plane shift'']] (self and steed only)<br />
<br />
'''''Magic Resistance.''''' The horseman has {{5e|Advantage}} on saving throws against spells and other magical effects.<br />
<br />
'''''Peerless Rider.''''' Any attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.<br />
<br />
'''''Quick Draw.''''' The horseman can switch between wielding its lance and longsword as a bonus action.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.<br />
<br />
'''''Lance.''' Melee Weapon Attack:'' +10 to hit, reach 10 ft. ({{5e|Disadvantage}} within 5 ft.), one target. ''Hit:'' 12 (1d12 + 6) piercing damage.<br />
<br />
'''''Longsword.''' Melee Weapon Attack:'' +10 to hit, reach 5 ft., one target. ''Hit:'' 10 (1d8 + 6) slashing damage.<br />
<br />
'''''Temporal Strike (recharge 5-6).''''' When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 {{5a|Con}} saving throw or instantly age 3d10 years. A creature that ages this way has {{5e|Disadvantage}} on attack rolls, ability checks, and saving throws based on {{5a|Str}}, {{5a|Dex}}, and {{5a|Con}} until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by [[5e SRD:Greater Restoration|''greater restoration'']] or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds.''<br/><br />
<br />
Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.<br/><br />
'''''Varied Origin.''''' They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor.<br/><br />
'''''One Rises, Two Set.''''' The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe.<br/><br />
'''''Timeless Nature.''''' The horsemen don’t age and don’t require food, drink, or sleep.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Baba Yaga's Horsemen, Bright Day<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Lawful Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bagiennik_(5e_Creature)&diff=1073158OGC:Bagiennik (5e Creature)2018-08-17T20:23:55Z<p>Clockwerk66: Created OGC creature page for Bagiennik, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bagiennik<br />
|size=Medium<br />
|type=aberration<br />
|alignment=Chaotic Neutral<br />
|ac=15<br />
|armor=natural armor<br />
|hp=75<br />
|hpdice=10d8 + 30<br />
|speed=30 ft., swim 40 ft.<br />
|str=16<br />
|dex=18<br />
|con=16<br />
|int=9<br />
|wis=16<br />
|cha=11<br />
|skills={{5s|Perception}} +5<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=15<br />
|languages=Common<br />
|cr=3<br />
|xp=700<br />
|features=<br />
'''''Healing Oil.''''' A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature’s flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik’s secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik’s Healing Oil must make a successful DC 13 {{5a|Con}} saving throw or be {{5c|Slowed}} for 1 minute.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bagiennik makes two claw attacks.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 18 (4d6 + 4) slashing damage.<br />
<br />
'''''Acid Spray.''' Ranged Weapon Attack:'' +6 to hit, range 15 ft., one target. ''Hit:'' 14 (2d10 + 3) acid damage. The target must make a successful DC 13 {{5a|Dex}} saving throw or fall {{5c|Prone}} in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the {{5a|Dex}} saving throw to avoid falling {{5c|Prone}}. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.<br />
<br />
|imgInt=<br />
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|desc=''With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous—but it might be, if most of it wasn’t concealed by a thick coating of muck and mud.''<br/><br />
<br />
'''''Bathing Uglies.''''' When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours it seeks a target for mischief or charity.<br/><br />
'''''Unpredictable Moods.''''' One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior.<br/><br />
If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath.<br/><br />
When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to spray its oil onto. If a victim drops to 0 hit points, the foul-tempered bagiennik applies healing oil to stabilize them, grumbling all the while.<br/><br />
'''''Acid Oils.''''' Collecting a dead bagiennik’s black oils must be done within an hour of the creature’s death. A successful DC 15 {{5a|Wis}} ({{5s|Medicine}}) check yields one vial of acid, or two vials if the result was 20 or higher.<br/><br />
A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik.<br/><br />
A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of mud and muck.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Bagiennik<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Chaotic Alignment]]<br />
[[Category:Neutral Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Kalke_(5e_Creature)&diff=1073149OGC:Kalke (5e Creature)2018-08-17T20:02:10Z<p>Clockwerk66: Created a proper OGC creature page for Kalke, from Kobold Press' Tome of Beasts (5e)</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Kalke<br />
|size=Small<br />
|type=fiend<br />
|alignment=Neutral Evil<br />
|ac=14<br />
|armor=natural armor<br />
|hp=9<br />
|hpdice=2d6 + 2<br />
|speed=30 ft., climb 30 ft.<br />
|str=8<br />
|dex=17<br />
|con=12<br />
|int=13<br />
|wis=7<br />
|cha=13<br />
|skills={{5s|Perception}} +0, {{5s|Stealth}} +5<br />
|senses={{5e|Darkvision}} 120 ft.<br />
|passPerc=10<br />
|languages=Abyssal, Common, Infernal<br />
|cr=1/4<br />
|xp=50<br />
|features=<br />
'''''Extinguish Flames.''''' Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.<br />
<br />
'''''Detect Spellcasting.''''' Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.<br />
<br />
'''''Magic Resistance.''''' Kalkes have advantage on saving throws against spells and magical effects.<br />
<br />
|actions=<br />
'''''Dagger.''' Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d4 + 3) piercing damage.<br />
<br />
|imgInt=<br />
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|desc=''Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening.''<br/><br />
<br />
Fiendish pests that infest derelict wizards’ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.<br/><br />
'''''Hoard Magical Paraphernalia.''''' The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.<br/><br />
'''''Perform Rituals.''''' Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chant, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).<br/><br />
An additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity—often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.<br/><br />
'''''Hagglers.''''' The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.<br />
<br />
|creat=yes<br />
<br />
|product=Tome of Beasts (5e)<br />
|publisher=Kobold Press<br />
|title=Kalke<br />
|author=Various Authors<br />
|base=Kobold Press<br />
|copyright=2016<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=EN_Publishing&diff=1073094EN Publishing2018-08-17T15:56:07Z<p>Clockwerk66: </p>
<hr />
<div>=== [http://www.rpgnow.com/browse/pub/87/EN-Publishing EN Publishing] ===<br />
<br />
{{Transcribe}}<br />
<br />
{| class="column" cellspacing="0" style="width:100%"<br />
|<br />
'''Races'''<br />
*[[OGC:Faun (5e Race)|Faun]]<br />
*[[OGC:Gremlin (5e Race)|Gremlin]]<br />
*[[OGC:Spriggan (5e Race)|Spriggan]]<br />
'''Base Classes'''<br />
*[[OGC:Alchemist (5e Class)|Alchemist]]<br />
*[[OGC:Cardcaster (5e Class)|Cardcaster]]<br />
*[[OGC:Diabolist (5e Class)|Diabolist]]<br />
*[[OGC:Feywalker (5e Class)|Feywalker]]<br />
*[[OGC:Morph (5e Class)|Morph]]<br />
*[[OGC:Noble (5e Class)|Noble]]<br />
*[[OGC:Occultist (5e Class)|Occultist]]<br />
'''Subclasses'''<br />
*[[OGC:Circle of the Untamed Wilderness (5e Subclass)|Circle of the Untamed Wilderness]]<br />
*[[OGC:Circle of the Worked Stone (5e Subclass)|Circle of the Worked Stone]]<br />
*[[OGC:College of the Passage (5e Subclass)|College of the Passage]]<br />
*[[OGC:Anarchy Domain (5e Subclass)|Domain, Anarchy]]<br />
*[[OGC:Authority Domain (5e Subclass)|Domain, Authority]]<br />
*[[OGC:Charity Domain (5e Subclass)|Domain, Charity]]<br />
*[[OGC:Community Domain (5e Subclass)|Domain, Community]]<br />
*[[OGC:Conformity Domain (5e Subclass)|Domain, Conformity]]<br />
*[[OGC:Dream Domain (5e Subclass)|Domain, Dreams]]<br />
*[[OGC:Entropy Domain (5e Subclass)|Domain, Entropy]]<br />
*[[OGC:Flames Domain (5e Subclass)|Domain, Flames]]<br />
*[[OGC:Harmony Domain (5e Subclass)|Domain, Harmony]]<br />
*[[OGC:Integrity Domain (5e Subclass)|Domain, Integrity]]<br />
*[[OGC:Labyrinth Domain (5e Subclass)|Domain, Labyrinth]]<br />
*[[OGC:Liberty Domain (5e Subclass)|Domain, Liberty]]<br />
*[[OGC:Misfortune Domain (5e Subclass)|Domain, Misfortune]]<br />
*[[OGC:Sacred Blaze Domain (5e Subclass)|Domain, Sacred Blaze]]<br />
*[[OGC:Stone Domain (5e Subclass)|Domain, Stone]]<br />
*[[OGC:Supremacy Domain (5e Subclass)|Domain, Supremacy]]<br />
*[[OGC:Water Domain (5e Subclass)|Domain, Water]]<br />
*[[OGC:Winter Domain (5e Subclass)|Domain, Winter]]<br />
*[[OGC:Sentinel (5e Subclass)|Martial Archetype: Sentinel]]<br />
*[[OGC:Unseelie Knight (5e Subclass)|Martial Archetype: Unseelie Knight]]<br />
*[[OGC:Oath of Discovery (5e Subclass)|Oath of Discovery]]<br />
*[[OGC:Oath of the Angelic Avatar (5e Subclass)|Oath of the Angelic Avatar]]<br />
*[[OGC:The Chronomental (5e Subclass)|Otherworldly Patron: The Chronomental]]<br />
*[[OGC:The Enigmatic Eye (5e Subclass)|Otherworldly Patron: The Enigmatic Eye]]<br />
*[[OGC:The Eternal Blaze (5e Subclass)|Otherworldly Patron: The Eternal Blaze]]<br />
*[[OGC:The Heart-Eater (5e Subclass)|Otherworldly Patron: The Heart-Eater]]<br />
*[[OGC:Path of the Fell Pact (5e Subclass)|Path of the Fell Pact]]<br />
*[[OGC:Path of the Survivalist (5e Subclass)|Path of the Survivalist]]<br />
*[[OGC:Lightless Prowler (5e Subclass)|Ranger Archetype: Lightless Prowler]]<br />
*[[OGC:Tumbler (5e Subclass)|Roguish Archetype: Tumbler]]<br />
*[[OGC:Chrononaut (5e Subclass)|School of the Chrononaut]]<br />
*[[OGC:School of the Inside Out (5e Subclass)|School of the Inside Out]]<br />
*[[OGC:School of Nightmares (5e Subclass)|School of Nightmares]]<br />
*[[OGC:Science of Black Powder (5e Subclass)|Science of Black Powder]]<br />
*[[OGC:The Arcane Blaze (5e Subclass)|Sorcerous Origin: The Arcane Blaze]]<br />
*[[OGC:Cosmic Syzygy (5e Subclass)|Sorcerous Origin: Cosmic Syzygy]]<br />
*[[OGC:Fey-Blooded (5e Subclass)|Sorcerous Origin: Fey-Blooded]]<br />
*[[OGC:Oozemancer Bloodline (5e Subclass)|Sorcerous Origin: Oozemancer Bloodline]]<br />
*[[OGC:Transcendent Soul (5e Subclass)|Sorcerous Origin: Transcendent Soul]]<br />
*[[OGC:Way of the Acrobat (5e Subclass)|Way of the Acrobat]]<br />
'''Class Features'''<br />
*[[OGC:Dream-Based Eldritch Invocations (5e Class Feature)|Dream-Based Eldritch Invocations]]<br />
|<br />
'''Spells'''<br />
*[[OGC:Astromancy (5e Spell)|Astromancy]]<br />
*[[OGC:Conjure Deep Abomination (5e Spell)|Conjure Deep Abomination]]<br />
*[[OGC:Dreaming Tide (5e Spell)|Dreaming Tide]]<br />
*[[OGC:Drowning (5e Spell)|Drowning]]<br />
*[[OGC:Eclipse (5e Spell)|Eclipse]]<br />
*[[OGC:Herculean Force (5e Spell)|Herculean Force]]<br />
*[[OGC:Putrefy Food (5e Spell)|Putrefy Food]]<br />
*[[OGC:Universal Potion (5e Spell)|Universal Potion]]<br />
|<br />
'''Backgrounds'''<br />
*[[OGC:Alchemist's Apprentice (5e Background)|Alchemist's Apprentice]]<br />
*[[OGC:Bloodkeeper's Barricade (5e Background)|Bloodkeeper's Barricade]]<br />
*[[OGC:Epitheos Monastery (5e Background)|Epitheos Monastery]]<br />
'''Feats'''<br />
*[[OGC:Alchemical Artillerist (5e Feat)|Alchemical Artillerist]]<br />
*[[OGC:Astrologer (5e Feat)|Astrologer]]<br />
*[[OGC:Bloodkeeper Arts (5e Feat)|Bloodkeeper Arts]]<br />
*[[OGC:Cardshark (5e Feat)|Cardshark]]<br />
*[[OGC:Cartomancy (5e Feat)|Cartomancy]]<br />
*[[OGC:Chosen of Fortune (5e Feat)|Chosen of Fortune]]<br />
*[[OGC:Cosmic Ritualist (5e Feat)|Cosmic Ritualist]]<br />
*[[OGC:Expeditious Alchemy (5e Feat)|Expeditious Alchemy]]<br />
*[[OGC:Greased Lightning (5e Feat)|Greased Lightning]]<br />
*[[OGC:Intuitive Diviner (5e Feat)|Intuitive Diviner]]<br />
*[[OGC:Metaknowledge (5e Feat)|Metaknowledge]]<br />
*[[OGC:Mounted Musketeer (5e Feat)|Mounted Musketeer]]<br />
*[[OGC:Pernicious Poisoner (5e Feat)|Pernicious Poisoner]]<br />
*[[OGC:Swordsaint (5e Feat)|Swordsaint]]<br />
'''Celestial Experiment Feats'''<br />
*[[OGC:Couatl Crest (5e Feat)|Couatl Crest]]<br />
*[[OGC:Deva Wings (5e Feat)|Deva Wings]]<br />
*[[OGC:Holy Drive (5e Feat)|Holy Drive]]<br />
*[[OGC:Soul of Light (5e Feat)|Soul of Light]]<br />
*[[OGC:Planetar Visage (5e Feat)|Planetar Visage]]<br />
*[[OGC:Solar Gaze (5e Feat)|Solar Gaze]]<br />
*[[OGC:Unicorn Horn (5e Feat)|Unicorn Horn]]<br />
'''Fell Experiment Feats'''<br />
*[[OGC:Abyssal Hide (5e Feat)|Abyssal Hide]]<br />
*[[OGC:Balor Wings (5e Feat)|Balor Wings]]<br />
*[[OGC:Devil’s Arm (5e Feat)|Devil’s Arm]]<br />
*[[OGC:Dretch Belch (5e Feat)|Dretch Belch]]<br />
*[[OGC:Imp’s Eye (5e Feat)|Imp’s Eye]]<br />
*[[OGC:Infernal Horns (5e Feat)|Infernal Horns]]<br />
*[[OGC:Infernal Mask (5e Feat)|Infernal Mask]]<br />
*[[OGC:Vrock Feathers (5e Feat)|Vrock Feathers]]<br />
|<br />
'''Equipment'''<br />
*[[OGC:Adamantine Bullet (5e Equipment)|Adamantine Bullet]]<br />
*[[OGC:Alchemical Torch (5e Equipment)|Alchemical Torch]]<br />
*[[OGC:Ammunition, Bullet (50) (5e Equipment)|Ammunition, bullet (50)]]<br />
*[[OGC:Ammunition, Rounds (20) (5e Equipment)|Ammunition, fire arrow/bolt (20)]]<br />
*[[OGC:Ammunition, Rounds (20) (5e Equipment)|Ammunition, rounds (20)]]<br />
*[[OGC:Ammunition, Shot (20) (5e Equipment)|Ammunition, shot (20)]]<br />
*[[OGC:Barrel Chain Rifle (5e Equipment)|Barrel Chain Rifle]]<br />
*[[OGC:Bloodkeeper Crystal (5e Equipment)|Bloodkeeper Crystal]]<br />
*[[OGC:Blunderbuss (5e Equipment)|Blunderbuss]]<br />
*[[OGC:Calamity Blade (5e Equipment)|Calamity Blade]]<br />
*[[OGC:Carbine (5e Equipment)|Carbine]]<br />
*[[OGC:Ceremonial Relics (5e Equipment)|Ceremonial Relics]]<br />
*[[OGC:Dire Bear Mask (5e Equipment)|Dire Bear Mask]]<br />
*[[OGC:Dragon's Breath Shot (5e Equipment)|Dragon's Breath Shot]]<br />
*[[OGC:Elephant Gun (5e Equipment)|Elephant Gun]]<br />
*[[OGC:Elephant Pistol (5e Equipment)|Elephant Pistol]]<br />
*[[OGC:Facemold Paste (5e Equipment)|Facemold Paste]]<br />
*[[OGC:Figurine of Wondrous Power: Agate Cat (5e Equipment)|Figurine of Wondrous Power: Agate Cat]]<br />
*[[OGC:Fire Lance (5e Equipment)|Fire Lance]]<br />
*[[OGC:Flintlock Revolver (5e Equipment)|Flintlock Revolver]]<br />
*[[OGC:The Ghost Hood (5e Equipment)|Ghost Hood]]<br />
*[[OGC:Glacial Effector (5e Equipment)|Glacial Effector]]<br />
*[[OGC:Goblin Mask (5e Equipment)|Goblin Mask]]<br />
*[[OGC:Gun Cane (5e Equipment)|Gun Cane]]<br />
*[[OGC:Gun Kit (5e Equipment)|Gun Kit]]<br />
*[[OGC:Gun Shield (5e Equipment)|Gun Shield]]<br />
*[[OGC:Hag Mask (5e Equipment)|Hag Mask]]<br />
*[[OGC:Hand Blunderbuss (5e Equipment)|Hand Blunderbuss]]<br />
*[[OGC:Hand Cannon (5e Equipment)|Hand Cannon]]<br />
*[[OGC:Harmonica Pistol (5e Equipment)|Harmonica Pistol]]<br />
*[[OGC:Harmonica Rifle (5e Equipment)|Harmonica Rifle]]<br />
*[[OGC:Harquebus (5e Equipment)|Harquebus]]<br />
*[[OGC:Harquebus Hybrid (5e Equipment)|Harquebus Hybrid]]<br />
*[[OGC:Hexagonal Rifle (5e Equipment)|Hexagonal Rifle]]<br />
*[[OGC:Hill Giant Mask (5e Equipment)|Hill Giant Mask]]<br />
*[[OGC:Hybrid Pistol (5e Equipment)|Hybrid Pistol]]<br />
*[[OGC:Jawbreakers' War Mask (5e Equipment)|Jawbreakers' War Mask]]<br />
*[[OGC:King's Walking Staff (5e Equipment)|King's Walking Staff]]<br />
*[[OGC:Lead Ingot (5e Equipment)|Lead Ingot]]<br />
*[[OGC:Lever Action Carbine (5e Equipment)|Lever Action Carbine]]<br />
*[[OGC:Lever Action Pistol (5e Equipment)|Lever Action Pistol]]<br />
*[[OGC:Mask of Humanity (5e Equipment)|Mask of Humanity]]<br />
*[[OGC:Mask of the Dragon (5e Equipment)|Mask of the Dragon]]<br />
*[[OGC:Mask of the Feychild (5e Equipment)|Mask of the Feychild]]<br />
*[[OGC:Mask of the Infernal Offspring (5e Equipment)|Mask of the Infernal Offspring]]<br />
*[[OGC:Mask of the Shamed Royal (5e Equipment)|Mask of the Shamed Royal]]<br />
*[[OGC:Matchlock Musket (5e Equipment)|Matchlock Musket]]<br />
*[[OGC:Matchlock Pistol (5e Equipment)|Matchlock Pistol]]<br />
*[[OGC:Midnight Dust (5e Equipment)|Midnight Dust]]<br />
*[[OGC:Moon Powder (5e Equipment)|Moon Powder]]<br />
*[[OGC:Musket (5e Equipment)|Musket]]<br />
*[[OGC:Needle Rifle (5e Equipment)|Needle Rifle]]<br />
*[[OGC:No-Headed Coin (5e Equipment)|No-Headed Coin]]<br />
*[[OGC:Octopoid Mask (5e Equipment)|Octopoid Mask]]<br />
*[[OGC:Pepperbox Pistol (5e Equipment)|Pepperbox Pistol]]<br />
*[[OGC:Pepperbox Rifle (5e Equipment)|Pepperbox Rifle]]<br />
*[[OGC:Pistol (5e Equipment)|Pistol]]<br />
*[[OGC:Pocket Pistol (5e Equipment)|Pocket Pistol]]<br />
*[[OGC:Powder Flask (5e Equipment)|Powder Flask]]<br />
*[[OGC:The Proclaimer (5e Equipment)|The Proclaimer]]<br />
*[[OGC:Rain Match (5e Equipment)|Rain Match]]<br />
*[[OGC:Repeating Flintlock Pistol (5e Equipment)|Repeating Flintlock Pistol]]<br />
*[[OGC:Rest (5e Equipment)|Rest]]<br />
*[[OGC:Revolver (5e Equipment)|Revolver]]<br />
*[[OGC:Revolving Blunderbuss (5e Equipment)|Revolving Blunderbuss]]<br />
*[[OGC:Revolving Carbine (5e Equipment)|Revolving Carbine]]<br />
*[[OGC:Revolving Rifle (5e Equipment)|Revolving Rifle]]<br />
*[[OGC:Rifle (5e Equipment)|Rifle]]<br />
*[[OGC:Rotating Revolver (5e Equipment)|Rotating Revolver]]<br />
*[[OGC:Saber (5e Equipment)|Saber]]<br />
*[[OGC:Spark Staff (5e Equipment)|Spark Staff]]<br />
*[[OGC:The Slashed Faces (5e Equipment)|Slashed Faces]]<br />
*[[OGC:Smoke Bomb (5e Equipment)|Smoke Bomb]]<br />
*[[OGC:Sparksprig (5e Equipment)|Sparksprig]]<br />
*[[OGC:Stoneborn Death Mask (5e Equipment)|Stoneborn Death Mask]]<br />
*[[OGC:Triangular Bayonet (5e Equipment)|Triangular Bayonet]]<br />
*[[OGC:Turret Pistol (5e Equipment)|Turret Pistol]]<br />
*[[OGC:Turret Rifle (5e Equipment)|Turret Rifle]]<br />
*[[OGC:Visage of the Vampire (5e Equipment)|Visage of the Vampire]]<br />
*[[OGC:Volley Musket (5e Equipment)|Volley Musket]]<br />
*[[OGC:Volley Pistol (5e Equipment)|Volley Pistol]]<br />
|<br />
'''Variant Rules'''<br />
*[[OGC:Capacity (5e Variant Rule)|Capacity]]<br />
*[[OGC:Chain Fire (5e Variant Rule)|Chain Fire]]<br />
*[[OGC:Double-Action (5e Variant Rule)|Double-Action]]<br />
*[[OGC:Experimenting and Grafting (5e Variant Rule)|Experimenting and Grafting]]<br />
*[[OGC:Firearm Customization (5e Variant Rule)|Firearm Customization]]<br />
*[[OGC:Loud (5e Variant Rule)|Loud]]<br />
*[[OGC:Match Loading (5e Variant Rule)|Match Loading]]<br />
*[[OGC:Misfire (5e Variant Rule)|Misfire]]<br />
*[[OGC:Rest (5e Variant Rule)|Rest]]<br />
*[[OGC:Shot (5e Variant Rule)|Shot]]<br />
*[[OGC:Turret Chain Fire (5e Variant Rule)|Turret Chain Fire]]<br />
*[[OGC:Unwieldy (5e Variant Rule)|Unwieldy]]<br />
*[[OGC:Volley (5e Variant Rule)|Volley]]<br />
'''Diseases'''<br />
*[[OGC:Lizard Bloat (5e Disease)|Lizard Bloat]]<br />
'''Creatures'''<br />
*[[OGC:Abrikandilu (5e Creature)|Abrikandilu]]<br />
*[[OGC:Accuser Devil (5e Creature)|Accuser Devil]]<br />
*[[OGC:Bibliognost (5e Creature)|Bibliognost]]<br />
*[[OGC:Black Icer (5e Creature)|Black Icer]]<br />
*[[OGC:Blutsauger (5e Creature)|Blutsauger]]<br />
*[[OGC:Bolt-Thrower (5e Creature)|Bolt-Thrower]]<br />
*[[OGC:Cacodaemon (5e Creature)|Cacodaemon]]<br />
*[[OGC:Carrow (5e Creature)|Carrow]]<br />
*[[OGC:Clockwork Knight (5e Creature)|Clockwork Knight]]<br />
*[[OGC:Contract Devil (5e Creature)|Contract Devil]]<br />
*[[OGC:Djehuty (5e Creature)|Djehuty]]<br />
*[[OGC:Magma Elemental (5e Creature)|Elemental, Magma]]<br />
*[[OGC:Mud Elemental (5e Creature)|Elemental, Mud]]<br />
*[[OGC:Sand Elemental (5e Creature)|Elemental, Sand]]<br />
*[[OGC:Smoke Elemental (5e Creature)|Elemental, Smoke]]<br />
*[[OGC:Steam Elemental (5e Creature)|Elemental, Steam]]<br />
*[[OGC:Storm Elemental (5e Creature)|Elemental, Storm]]<br />
*[[OGC:Forvirskrípi (5e Creature)|Forvirskrípi]]<br />
*[[OGC:Gear Spider (5e Creature)|Gear Spider]]<br />
*[[OGC:Granitehead (5e Creature)|Granitehead]]<br />
*[[OGC:Grimlock Supplicant (5e Creature)|Grimlock Supplicant]]<br />
*[[OGC:Grimlock Brute (5e Creature)|Grimlock Brute]]<br />
*[[OGC:Grinder (5e Creature)|Grinder]]<br />
*[[OGC:Hlaupa (5e Creature)|Hlaupa]]<br />
*[[OGC:Hydrodaemon (5e Creature)|Hydrodaemon]]<br />
*[[OGC:Íssax (5e Creature)|Íssax]]<br />
*[[OGC:Knútadraugr (5e Creature)|Knútadraugr]]<br />
*[[OGC:Living Spellbook (5e Creature)|Living Spellbook]]<br />
*[[OGC:Maw Swarm (5e Creature)|Maw Swarm]]<br />
*[[OGC:Mubida (5e Creature)|Mubida]]<br />
*[[OGC:Ochokochi (5e Creature)|Ochokochi]]<br />
*[[OGC:Oculite (5e Creature)|Oculite]]<br />
*[[OGC:Plaguebelly (5e Creature)|Plaguebelly]]<br />
*[[OGC:Poludnitsa (5e Creature)|Poludnitsa]]<br />
*[[OGC:Revilock (5e Creature)|Revilock]]<br />
*[[OGC:Revilock Paragon (5e Creature)|Revilock Paragon]]<br />
*[[OGC:Samovila (5e Creature)|Samovila]]<br />
*[[OGC:Slitherwhite (5e Creature)|Slitherwhite]]<br />
*[[OGC:Slithering Crown (5e Creature)|Slithering Crown]]<br />
*[[OGC:Snow Angel (5e Creature)|Snow Angel]]<br />
*[[OGC:Blazing Spider (5e Creature)|Spider, Blazing]]<br />
*[[OGC:Cloud Spider (5e Creature)|Spider, Cloud]]<br />
*[[OGC:Littoral Spider (5e Creature)|Spider, Littoral]]<br />
*[[OGC:Geode Spider (5e Creature)|Spider, Geode]]<br />
*[[OGC:Thanadaemon (5e Creature)|Thanadaemon]]<br />
*[[OGC:Thornfist (5e Creature)|Thornfist]]<br />
*[[OGC:Thuull (5e Creature)|Thuull]]<br />
*[[OGC:Titivullus (5e Creature)|Titivullus]]<br />
*[[OGC:Troglodyte Meatseeker (5e Creature)|Troglodyte Meatseeker]]<br />
*[[OGC:Troglodyte Wallower (5e Creature)|Troglodyte Wallower]]<br />
*[[OGC:Viy (5e Creature)|Viy]]<br />
*[[OGC:Wailer on the Ice (5e Creature)|Wailer on the Ice]]<br />
*[[OGC:Warmonger Devil (5e Creature)|Warmonger Devil]]<br />
|}<br />
<br />
<br />
----<br />
{{5e Open Game Content Breadcrumb}}<br><br />
{{Publication Breadcrumb 2|publisher=EN World}}<br />
{{OGCNavbox<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2015<br />
}}<br />
[[Category:EN World]]<br />
[[Category:EN Publishing]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Grinder_(5e_Creature)&diff=1073093OGC:Grinder (5e Creature)2018-08-17T15:53:57Z<p>Clockwerk66: Created OGC creature page for Grinder, from En5ider's "Dungeon Clockworks" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Grinder<br />
|size=Large<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=16<br />
|armor=natural armor<br />
|hp=84<br />
|hpdice=8d10+40<br />
|speed=40 ft.<br />
|str=20<br />
|dex=8<br />
|con=20<br />
|int=1<br />
|wis=3<br />
|cha=1<br />
|skills={{5s|Perception}} +4<br />
|dr=bludgeoning, piercing, slashing<br />
|di=poison, psychic<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=14<br />
|languages=&mdash;<br />
|cr=10<br />
|xp=5,900<br />
|features=<br />
'''''Barging.''''' The grinder is able to move into a square occupied by another creature, making a {{5a|Str}} check opposed by the creature’s {{5a|Str}} ({{5s|Athletics}}) or {{5a|Dex}} ({{5s|Acrobatics}}) check. On a success, the creature is ripped under the grinder and can be targeted by its Crush attack. On a failure against a creature that resists with {{5a|Str}} ({{5s|Athletics}}), the grinder is pushed back 5 feet and cannot move again until the start of its next turn. On a failure against a creature that resists with {{5a|Dex}} ({{5s|Acrobatics}}), the creature uses its reaction to move up to half its speed or is targeted by the grinder’s Crush attack.<br />
<br />
'''''Illusion-Proof.''''' The grinder is immune to figments. [[5e SRD:Invisibility|''invisibility'']] and other illusion spells that do not create figments affect the grinder normally.<br />
<br />
'''''Overclock (Recharge 6).''''' The grinder takes the Dash action as a bonus action on its turn.<br />
<br />
'''''Reverse Arm (Recharge 6).''''' The grinder lifts its crushing arm over its body, switching its front and back and reversing its facing by 180 degrees.<br />
<br />
'''''Rolling Cover.''''' The grinder has three-quarters cover from creatures facing its front (+5 bonus to AC and {{5a|Dex}} saving throws).<br />
<br />
|actions=<br />
'''''Multiattack.''''' The grinder attacks twice. It cannot attack the same target more than once in the same turn.<br />
<br />
'''''Crush.''''' ''Melee Weapon Attack:'' +9 to hit, reach 0 ft., one target. ''Hit:'' 50 (10d8 + 5) bludgeoning damage and the target is pushed 10 feet behind the grinder. A DC 17 {{5a|Dex}} saving throw halves this damage. Dwarves and Small-sized creatures have advantage on this save. Creatures smaller than Small size cannot be targeted by this attack.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''There’s a loud grinding noise heralding this odd boxlike construct, the crescendo of crushing resounding from the heavy stone cylinder that it pushes in front of itself.''<br />
<br />
The grinder is a myth and tall tale told by dungeon delvers the world over, and stories of it are especially common in taverns near dwarf settlements. The tales of explorers being crushed beneath its tread are not exaggerations, however, and only the bravest or best equipped adventurers face off against one of these constructs—usually panicking when they realize it can reorient itself and run over victims multiple times.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Grinder<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Unaligned Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Gear_Spider_(5e_Creature)&diff=1073088OGC:Gear Spider (5e Creature)2018-08-17T15:28:46Z<p>Clockwerk66: Created OGC creature page for Gear Spider, from En5ider's "Dungeon Clockworks" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Gear Spider<br />
|size=Tiny<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=13<br />
|armor=natural armor<br />
|hp=28<br />
|hpdice=8d4+8<br />
|speed=20 ft., climb 20 ft.<br />
|str=5<br />
|dex=15<br />
|con=12<br />
|int=2<br />
|wis=3<br />
|cha=1<br />
|skills={{5s|Perception}} +0, {{5s|Stealth}} +4<br />
|dr=bludgeoning, piercing, slashing<br />
|di=poison, psychic<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 60 ft.<br />
|passPerc=10<br />
|languages=&mdash;<br />
|cr=1<br />
|xp=200<br />
|features=<br />
'''''Illusion-Proof.''''' The gear spider is immune to figments. [[5e SRD:Invisibility|''invisibility'']] and other illusion spells that do not create figments affect the gear spider normally.<br />
<br />
'''''Known Territory.''''' The gear spider has perfect memory of an area no larger than 1,000 feet long and wide. When the gear spider sees something has changed in its area, it uses Photograph. When it can no longer use Photograph, the gear spider returns to its resting place.<br />
<br />
'''''Photograph.''''' The gear spider can use a bonus action to store a black and white image of what it can see. The gear spider can hold up to 10 images at a time. Retrieving the device inside the gear spider that stores images requires a DC 16 {{5a|Int}} (tinkerer’s tools) check made over the course of 1 minute. Once the device is accessed, viewing a stored image requires a DC 12 {{5a|Int}} ({{5s|Investigation}}) check to make out any details.<br />
<br />
|actions=<br />
'''''Claw.''''' ''Melee Weapon Attack:'' –1 to hit, reach 5 ft., one target. ''Hit:'' 1 (1d4 – 3) slashing damage.<br />
<br />
'''''Needle.''''' ''Ranged Weapon Attack:'' +4 to hit, reach 5 ft., one target. ''Hit:'' 4 (1d4 + 2) piercing damage.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A rock bounces into view before sprouting small, needle-like limbs and scrabbling up off the ground. It bears itself up on a half dozen legs or more as two of them legs scratch away some dirt from itself revealing a smudged, glassy surface. The creature pivots itself around to take in its surroundings before skittering forward into the shadows.''<br />
<br />
Although they may not seem to be as exceptional as larger constructs, gear spiders are extremely sophisticated devices. Contained within their elliptical bodies are high-functioning logic engines that make them just slightly “smarter” than their peers, so familiar with a territory that they’re able to recognize when something has been altered or changed. They are limited in their use but far superior to most other guards—untiring, relentless, impartial, and not bad at fighting back when intruders resort to violence.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Gear Spider<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Unaligned Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Clockwork_Knight_(5e_Creature)&diff=1073085OGC:Clockwork Knight (5e Creature)2018-08-17T15:19:25Z<p>Clockwerk66: Created OGC creature page for Clockwork Knight, from En5ider's "Dungeon Clockworks" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Clockwork Knight<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=18<br />
|armor=natural armor<br />
|hp=60<br />
|hpdice=8d8+24<br />
|speed=35 ft.<br />
|str=16<br />
|dex=13<br />
|con=17<br />
|int=1<br />
|wis=3<br />
|cha=1<br />
|skills={{5s|Athletics}} +6, {{5s|Perception}} +2, {{5s|Survival}} +0<br />
|di=poison, psychic<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 120 ft.<br />
|passPerc=12<br />
|languages=&mdash;<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''False Appearance.''''' While the clockwork knight remains motionless, it is indistinguishable from a normal suit of armor on display.<br />
<br />
'''''Illusion-Proof.''''' The clockwork knight is immune to figments. [[5e SRD:Invisibility|''invisibility'']] and other illusion spells that do not create figments affect the clockwork knight normally.<br />
<br />
'''''Overclock (Recharge 6).''''' The clockwork knight takes the Dash action as a bonus action on its turn.<br />
<br />
'''''Relentless Programming.''''' When the clockwork knight sees a creature that is unknown to it, not a construct, and not in a designated area, the clockwork knight marks the creature. The clockwork knight pursues and attacks the marked creature until it or the creature is destroyed, or the clockwork knight is 1 mile from the place it is programmed to guard. The clockwork knight may know up to 3 creatures.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The clockwork knight attacks three times.<br />
<br />
'''''Halberd.''''' ''Melee Weapon Attack:'' +6 to hit, reach 10 ft., one target. ''Hit:'' 8 (1d10 + 3) slashing damage.<br />
<br />
'''''Calculated Sweep.''''' The clockwork knight can use its action to make a melee attack against any number of creatures within 10 feet of it, with a separate attack roll for each target. On a critical hit, the target makes a {{5a|Str}} saving throw against the damage taken or is knocked {{5c|Prone}}.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''There’s no more warning than the whirring of a few gears as the statue of a knight nearby turns its head and steps down onto the stonework, its movements shaking a small nimbus of dust off its form.''<br />
<br />
Purchased almost exclusively by royalty, clockwork knights are among the most complicated tinkerer creations and take years or sometimes decades to build. Once created however these constructs are exceptionally hardy and can remain intact for thousands of years, faithfully watching over the wealthy patrons that commissioned them before passing away—indeed, many do not live to see their eternal guards completion after hiring a machinist to build one.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Clockwork Knight<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Unaligned Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Bolt-Thrower_(5e_Creature)&diff=1073080OGC:Bolt-Thrower (5e Creature)2018-08-17T15:07:43Z<p>Clockwerk66: Created OGC creature page for Bolt-Thrower, from En5ider's "Dungeon Clockworks" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Bolt-Thrower<br />
|size=Small<br />
|type=construct<br />
|alignment=unaligned<br />
|ac=14<br />
|armor=natural armor<br />
|hp=44<br />
|hpdice=8d6+16<br />
|speed=15 ft., climb 15 ft.<br />
|str=7<br />
|dex=16<br />
|con=14<br />
|int=1<br />
|wis=3<br />
|cha=1<br />
|skills={{5s|Perception}} +0<br />
|di=poison, psychic<br />
|ci={{5c|Blinded}}, {{5c|Charmed}}, {{5c|Deafened}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}<br />
|senses={{5e|Darkvision}} 120 ft.<br />
|passPerc=16<br />
|languages=&mdash;<br />
|cr=2<br />
|xp=450<br />
|features=<br />
'''''Clockwork Sights.''''' The bolt-thrower does not have {{5e|Disadvantage}} from making ranged attack rolls while within an enemy’s reach. In addition, the bolt-thrower has advantage on {{5a|Wis}} ({{5s|Perception}}) checks.<br />
<br />
'''''Illusion-Proof.''''' The bolt-thrower is immune to figments. [[5e SRD:Invisibility|''invisibility'']] and other illusion spells that do not create figments affect the bolt-thrower normally.<br />
<br />
'''''Rooted.''''' The bolt-thrower can use a bonus action to anchor or detach itself from a surface. While anchored, the bolt-thrower is {{5c|Grappled}}, and it cannot be moved or knocked {{5c|Prone}}. A bolt-thrower cannot use its heavy crossbow unless it is anchored.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The bolt-thrower attacks once with each of its crossbows.<br />
<br />
'''''Light Crossbow.''''' ''Ranged Weapon Attack:'' +5 to hit, range 80/320 ft., one target. ''Hit:'' 7 (1d8 + 3) piercing damage.<br />
<br />
'''''Heavy Crossbow.''''' ''Ranged Weapon Attack:'' +5 to hit, range 100/400 ft., one target. ''Hit:'' 8 (1d10 + 3) piercing damage.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=''A quartet of sturdy leg-like limbs sprout from the columned torso of this clockwork to anchor the creature in place. In the middle of its body are two crossbows—one heavy, one light—that endlessly pivot back and forth, breaking up the monotony of the rows of whirring manacles adorning it from top to bottom.''<br />
<br />
Bolt throwers are among the most common dungeon security constructs, highly valued for their versatility—usable anywhere there’s a wall, ceiling, or roof—and not as time-intensive to create as their counterparts. Adventurers that practice care when dispatching a bolt-thrower (lowering its hit points to 0 without an attack that deals more than 15 damage) can recover both crossbows from its remains, although usually one of the two weapons survives regardless of how the creature is destroyed.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Bolt-Thrower<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Unaligned Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Ooze_Paraelemental_(5e_Creature)&diff=1072871Ooze Paraelemental (5e Creature)2018-08-16T16:31:18Z<p>Clockwerk66: Undo revision 1072633 by 2601:1C0:4701:92B5:E14D:200A:ECD8:423B (talk)</p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Ooze Paraelemental==<br />
{{5e Creature<br />
|size=Large<br />
|type=elemental<br />
|alignment=neutral<br />
|ac=16<br />
|armor=natural armor<br />
|hp=126<br />
|hpdice=12d10 + 60<br />
|speed=30 ft.<br />
|str=18<br />
|dex=12<br />
|con=20<br />
|int=5<br />
|wis=10<br />
|cha=5<br />
|strmod=+4<br />
|dexmod=+1<br />
|conmod=+5<br />
|intmod=-3<br />
|wismod=+0<br />
|chamod=-3<br />
|di=poison<br />
|ci={{5c|Exhaustion}}, {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}, {{5c|Restrained}}, {{5c|Unconscious}}<br />
|dr=acid; bludgeoning, piercing, and slashing from nonmagical attacks<br />
|dv= <!--Damage Vulnerabilities--><br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 60 ft., passive {{5s|Perception}} 10<br />
|languages=Aquan, Terran<br />
|cr=5<br />
|xp=1,800<br />
|features=<br />
'''''Mud Form.''''' The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.<br />
<br />
'''''Freeze.''''' If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The elemental makes two attacks.<br />
<br />
'''''Slam.''''' ''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target. ''Hit:'' 13 (2d8 + 4) bludgeoning damage and if the target is a creature, it is {{5c|Grappled}} (escape DC 15). While {{5c|Grappled}} this way the creature is {{5c|Restrained}} and can't breathe. The elemental can grapple one Large, or two Medium or smaller creatures at one time.<br />
<br />
'''''Throw Mud.''''' ''Ranged Weapon Attack:'' +7 to hit, reach 30/120 ft., one target. ''Hit:'' 13 (2d8 + 4) bludgeoning damage and if the target is a creature it is {{5c|Restrained}} by the mud. The target can escape the mud and end the {{5c|Restrained}} condition by using its action to make a DC 14 {{5a|str}} ({{5s|Athletics}}) or {{5a|dex}} ({{5s|Acrobatics}}) check.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
An elemental creature of both water and earth, the ooze paraelemental glides across the ground like a living mudslide, smothering and choking the life out of any smaller creatures unfortunate enough to stand in its path, or the enemies of whatever mage or wizard conjured it. With the ability to squeeze into small spaces, the ooze paraelemental can hide almost anywhere there is damp ground or swampland, and ambush other unsuspecting creatures by acting like quicksand under their feet.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=EN_Publishing&diff=1067017EN Publishing2018-07-28T16:04:38Z<p>Clockwerk66: </p>
<hr />
<div>=== [http://www.rpgnow.com/browse/pub/87/EN-Publishing EN Publishing] ===<br />
<br />
{{Transcribe}}<br />
<br />
{| class="column" cellspacing="0" style="width:100%"<br />
|<br />
'''Races'''<br />
*[[OGC:Faun (5e Race)|Faun]]<br />
*[[OGC:Gremlin (5e Race)|Gremlin]]<br />
*[[OGC:Spriggan (5e Race)|Spriggan]]<br />
'''Base Classes'''<br />
*[[OGC:Alchemist (5e Class)|Alchemist]]<br />
*[[OGC:Cardcaster (5e Class)|Cardcaster]]<br />
*[[OGC:Diabolist (5e Class)|Diabolist]]<br />
*[[OGC:Feywalker (5e Class)|Feywalker]]<br />
*[[OGC:Morph (5e Class)|Morph]]<br />
*[[OGC:Noble (5e Class)|Noble]]<br />
*[[OGC:Occultist (5e Class)|Occultist]]<br />
'''Subclasses'''<br />
*[[OGC:Circle of the Untamed Wilderness (5e Subclass)|Circle of the Untamed Wilderness]]<br />
*[[OGC:Circle of the Worked Stone (5e Subclass)|Circle of the Worked Stone]]<br />
*[[OGC:College of the Passage (5e Subclass)|College of the Passage]]<br />
*[[OGC:Anarchy Domain (5e Subclass)|Domain, Anarchy]]<br />
*[[OGC:Authority Domain (5e Subclass)|Domain, Authority]]<br />
*[[OGC:Charity Domain (5e Subclass)|Domain, Charity]]<br />
*[[OGC:Community Domain (5e Subclass)|Domain, Community]]<br />
*[[OGC:Conformity Domain (5e Subclass)|Domain, Conformity]]<br />
*[[OGC:Dream Domain (5e Subclass)|Domain, Dreams]]<br />
*[[OGC:Entropy Domain (5e Subclass)|Domain, Entropy]]<br />
*[[OGC:Flames Domain (5e Subclass)|Domain, Flames]]<br />
*[[OGC:Harmony Domain (5e Subclass)|Domain, Harmony]]<br />
*[[OGC:Integrity Domain (5e Subclass)|Domain, Integrity]]<br />
*[[OGC:Labyrinth Domain (5e Subclass)|Domain, Labyrinth]]<br />
*[[OGC:Liberty Domain (5e Subclass)|Domain, Liberty]]<br />
*[[OGC:Misfortune Domain (5e Subclass)|Domain, Misfortune]]<br />
*[[OGC:Sacred Blaze Domain (5e Subclass)|Domain, Sacred Blaze]]<br />
*[[OGC:Stone Domain (5e Subclass)|Domain, Stone]]<br />
*[[OGC:Supremacy Domain (5e Subclass)|Domain, Supremacy]]<br />
*[[OGC:Water Domain (5e Subclass)|Domain, Water]]<br />
*[[OGC:Winter Domain (5e Subclass)|Domain, Winter]]<br />
*[[OGC:Sentinel (5e Subclass)|Martial Archetype: Sentinel]]<br />
*[[OGC:Unseelie Knight (5e Subclass)|Martial Archetype: Unseelie Knight]]<br />
*[[OGC:Oath of Discovery (5e Subclass)|Oath of Discovery]]<br />
*[[OGC:Oath of the Angelic Avatar (5e Subclass)|Oath of the Angelic Avatar]]<br />
*[[OGC:The Chronomental (5e Subclass)|Otherworldly Patron: The Chronomental]]<br />
*[[OGC:The Enigmatic Eye (5e Subclass)|Otherworldly Patron: The Enigmatic Eye]]<br />
*[[OGC:The Eternal Blaze (5e Subclass)|Otherworldly Patron: The Eternal Blaze]]<br />
*[[OGC:The Heart-Eater (5e Subclass)|Otherworldly Patron: The Heart-Eater]]<br />
*[[OGC:Path of the Fell Pact (5e Subclass)|Path of the Fell Pact]]<br />
*[[OGC:Path of the Survivalist (5e Subclass)|Path of the Survivalist]]<br />
*[[OGC:Lightless Prowler (5e Subclass)|Ranger Archetype: Lightless Prowler]]<br />
*[[OGC:Tumbler (5e Subclass)|Roguish Archetype: Tumbler]]<br />
*[[OGC:Chrononaut (5e Subclass)|School of the Chrononaut]]<br />
*[[OGC:School of the Inside Out (5e Subclass)|School of the Inside Out]]<br />
*[[OGC:School of Nightmares (5e Subclass)|School of Nightmares]]<br />
*[[OGC:Science of Black Powder (5e Subclass)|Science of Black Powder]]<br />
*[[OGC:The Arcane Blaze (5e Subclass)|Sorcerous Origin: The Arcane Blaze]]<br />
*[[OGC:Cosmic Syzygy (5e Subclass)|Sorcerous Origin: Cosmic Syzygy]]<br />
*[[OGC:Fey-Blooded (5e Subclass)|Sorcerous Origin: Fey-Blooded]]<br />
*[[OGC:Oozemancer Bloodline (5e Subclass)|Sorcerous Origin: Oozemancer Bloodline]]<br />
*[[OGC:Transcendent Soul (5e Subclass)|Sorcerous Origin: Transcendent Soul]]<br />
*[[OGC:Way of the Acrobat (5e Subclass)|Way of the Acrobat]]<br />
'''Class Features'''<br />
*[[OGC:Dream-Based Eldritch Invocations (5e Class Feature)|Dream-Based Eldritch Invocations]]<br />
|<br />
'''Spells'''<br />
*[[OGC:Astromancy (5e Spell)|Astromancy]]<br />
*[[OGC:Conjure Deep Abomination (5e Spell)|Conjure Deep Abomination]]<br />
*[[OGC:Dreaming Tide (5e Spell)|Dreaming Tide]]<br />
*[[OGC:Drowning (5e Spell)|Drowning]]<br />
*[[OGC:Eclipse (5e Spell)|Eclipse]]<br />
*[[OGC:Herculean Force (5e Spell)|Herculean Force]]<br />
*[[OGC:Putrefy Food (5e Spell)|Putrefy Food]]<br />
*[[OGC:Universal Potion (5e Spell)|Universal Potion]]<br />
|<br />
'''Backgrounds'''<br />
*[[OGC:Alchemist's Apprentice (5e Background)|Alchemist's Apprentice]]<br />
*[[OGC:Bloodkeeper's Barricade (5e Background)|Bloodkeeper's Barricade]]<br />
*[[OGC:Epitheos Monastery (5e Background)|Epitheos Monastery]]<br />
'''Feats'''<br />
*[[OGC:Alchemical Artillerist (5e Feat)|Alchemical Artillerist]]<br />
*[[OGC:Astrologer (5e Feat)|Astrologer]]<br />
*[[OGC:Bloodkeeper Arts (5e Feat)|Bloodkeeper Arts]]<br />
*[[OGC:Cardshark (5e Feat)|Cardshark]]<br />
*[[OGC:Cartomancy (5e Feat)|Cartomancy]]<br />
*[[OGC:Chosen of Fortune (5e Feat)|Chosen of Fortune]]<br />
*[[OGC:Cosmic Ritualist (5e Feat)|Cosmic Ritualist]]<br />
*[[OGC:Expeditious Alchemy (5e Feat)|Expeditious Alchemy]]<br />
*[[OGC:Greased Lightning (5e Feat)|Greased Lightning]]<br />
*[[OGC:Intuitive Diviner (5e Feat)|Intuitive Diviner]]<br />
*[[OGC:Metaknowledge (5e Feat)|Metaknowledge]]<br />
*[[OGC:Mounted Musketeer (5e Feat)|Mounted Musketeer]]<br />
*[[OGC:Pernicious Poisoner (5e Feat)|Pernicious Poisoner]]<br />
*[[OGC:Swordsaint (5e Feat)|Swordsaint]]<br />
'''Celestial Experiment Feats'''<br />
*[[OGC:Couatl Crest (5e Feat)|Couatl Crest]]<br />
*[[OGC:Deva Wings (5e Feat)|Deva Wings]]<br />
*[[OGC:Holy Drive (5e Feat)|Holy Drive]]<br />
*[[OGC:Soul of Light (5e Feat)|Soul of Light]]<br />
*[[OGC:Planetar Visage (5e Feat)|Planetar Visage]]<br />
*[[OGC:Solar Gaze (5e Feat)|Solar Gaze]]<br />
*[[OGC:Unicorn Horn (5e Feat)|Unicorn Horn]]<br />
'''Fell Experiment Feats'''<br />
*[[OGC:Abyssal Hide (5e Feat)|Abyssal Hide]]<br />
*[[OGC:Balor Wings (5e Feat)|Balor Wings]]<br />
*[[OGC:Devil’s Arm (5e Feat)|Devil’s Arm]]<br />
*[[OGC:Dretch Belch (5e Feat)|Dretch Belch]]<br />
*[[OGC:Imp’s Eye (5e Feat)|Imp’s Eye]]<br />
*[[OGC:Infernal Horns (5e Feat)|Infernal Horns]]<br />
*[[OGC:Infernal Mask (5e Feat)|Infernal Mask]]<br />
*[[OGC:Vrock Feathers (5e Feat)|Vrock Feathers]]<br />
|<br />
'''Equipment'''<br />
*[[OGC:Adamantine Bullet (5e Equipment)|Adamantine Bullet]]<br />
*[[OGC:Alchemical Torch (5e Equipment)|Alchemical Torch]]<br />
*[[OGC:Ammunition, Bullet (50) (5e Equipment)|Ammunition, bullet (50)]]<br />
*[[OGC:Ammunition, Rounds (20) (5e Equipment)|Ammunition, fire arrow/bolt (20)]]<br />
*[[OGC:Ammunition, Rounds (20) (5e Equipment)|Ammunition, rounds (20)]]<br />
*[[OGC:Ammunition, Shot (20) (5e Equipment)|Ammunition, shot (20)]]<br />
*[[OGC:Barrel Chain Rifle (5e Equipment)|Barrel Chain Rifle]]<br />
*[[OGC:Bloodkeeper Crystal (5e Equipment)|Bloodkeeper Crystal]]<br />
*[[OGC:Blunderbuss (5e Equipment)|Blunderbuss]]<br />
*[[OGC:Calamity Blade (5e Equipment)|Calamity Blade]]<br />
*[[OGC:Carbine (5e Equipment)|Carbine]]<br />
*[[OGC:Ceremonial Relics (5e Equipment)|Ceremonial Relics]]<br />
*[[OGC:Dire Bear Mask (5e Equipment)|Dire Bear Mask]]<br />
*[[OGC:Dragon's Breath Shot (5e Equipment)|Dragon's Breath Shot]]<br />
*[[OGC:Elephant Gun (5e Equipment)|Elephant Gun]]<br />
*[[OGC:Elephant Pistol (5e Equipment)|Elephant Pistol]]<br />
*[[OGC:Facemold Paste (5e Equipment)|Facemold Paste]]<br />
*[[OGC:Figurine of Wondrous Power: Agate Cat (5e Equipment)|Figurine of Wondrous Power: Agate Cat]]<br />
*[[OGC:Fire Lance (5e Equipment)|Fire Lance]]<br />
*[[OGC:Flintlock Revolver (5e Equipment)|Flintlock Revolver]]<br />
*[[OGC:The Ghost Hood (5e Equipment)|Ghost Hood]]<br />
*[[OGC:Glacial Effector (5e Equipment)|Glacial Effector]]<br />
*[[OGC:Goblin Mask (5e Equipment)|Goblin Mask]]<br />
*[[OGC:Gun Cane (5e Equipment)|Gun Cane]]<br />
*[[OGC:Gun Kit (5e Equipment)|Gun Kit]]<br />
*[[OGC:Gun Shield (5e Equipment)|Gun Shield]]<br />
*[[OGC:Hag Mask (5e Equipment)|Hag Mask]]<br />
*[[OGC:Hand Blunderbuss (5e Equipment)|Hand Blunderbuss]]<br />
*[[OGC:Hand Cannon (5e Equipment)|Hand Cannon]]<br />
*[[OGC:Harmonica Pistol (5e Equipment)|Harmonica Pistol]]<br />
*[[OGC:Harmonica Rifle (5e Equipment)|Harmonica Rifle]]<br />
*[[OGC:Harquebus (5e Equipment)|Harquebus]]<br />
*[[OGC:Harquebus Hybrid (5e Equipment)|Harquebus Hybrid]]<br />
*[[OGC:Hexagonal Rifle (5e Equipment)|Hexagonal Rifle]]<br />
*[[OGC:Hill Giant Mask (5e Equipment)|Hill Giant Mask]]<br />
*[[OGC:Hybrid Pistol (5e Equipment)|Hybrid Pistol]]<br />
*[[OGC:Jawbreakers' War Mask (5e Equipment)|Jawbreakers' War Mask]]<br />
*[[OGC:King's Walking Staff (5e Equipment)|King's Walking Staff]]<br />
*[[OGC:Lead Ingot (5e Equipment)|Lead Ingot]]<br />
*[[OGC:Lever Action Carbine (5e Equipment)|Lever Action Carbine]]<br />
*[[OGC:Lever Action Pistol (5e Equipment)|Lever Action Pistol]]<br />
*[[OGC:Mask of Humanity (5e Equipment)|Mask of Humanity]]<br />
*[[OGC:Mask of the Dragon (5e Equipment)|Mask of the Dragon]]<br />
*[[OGC:Mask of the Feychild (5e Equipment)|Mask of the Feychild]]<br />
*[[OGC:Mask of the Infernal Offspring (5e Equipment)|Mask of the Infernal Offspring]]<br />
*[[OGC:Mask of the Shamed Royal (5e Equipment)|Mask of the Shamed Royal]]<br />
*[[OGC:Matchlock Musket (5e Equipment)|Matchlock Musket]]<br />
*[[OGC:Matchlock Pistol (5e Equipment)|Matchlock Pistol]]<br />
*[[OGC:Midnight Dust (5e Equipment)|Midnight Dust]]<br />
*[[OGC:Moon Powder (5e Equipment)|Moon Powder]]<br />
*[[OGC:Musket (5e Equipment)|Musket]]<br />
*[[OGC:Needle Rifle (5e Equipment)|Needle Rifle]]<br />
*[[OGC:No-Headed Coin (5e Equipment)|No-Headed Coin]]<br />
*[[OGC:Octopoid Mask (5e Equipment)|Octopoid Mask]]<br />
*[[OGC:Pepperbox Pistol (5e Equipment)|Pepperbox Pistol]]<br />
*[[OGC:Pepperbox Rifle (5e Equipment)|Pepperbox Rifle]]<br />
*[[OGC:Pistol (5e Equipment)|Pistol]]<br />
*[[OGC:Pocket Pistol (5e Equipment)|Pocket Pistol]]<br />
*[[OGC:Powder Flask (5e Equipment)|Powder Flask]]<br />
*[[OGC:The Proclaimer (5e Equipment)|The Proclaimer]]<br />
*[[OGC:Rain Match (5e Equipment)|Rain Match]]<br />
*[[OGC:Repeating Flintlock Pistol (5e Equipment)|Repeating Flintlock Pistol]]<br />
*[[OGC:Rest (5e Equipment)|Rest]]<br />
*[[OGC:Revolver (5e Equipment)|Revolver]]<br />
*[[OGC:Revolving Blunderbuss (5e Equipment)|Revolving Blunderbuss]]<br />
*[[OGC:Revolving Carbine (5e Equipment)|Revolving Carbine]]<br />
*[[OGC:Revolving Rifle (5e Equipment)|Revolving Rifle]]<br />
*[[OGC:Rifle (5e Equipment)|Rifle]]<br />
*[[OGC:Rotating Revolver (5e Equipment)|Rotating Revolver]]<br />
*[[OGC:Saber (5e Equipment)|Saber]]<br />
*[[OGC:Spark Staff (5e Equipment)|Spark Staff]]<br />
*[[OGC:The Slashed Faces (5e Equipment)|Slashed Faces]]<br />
*[[OGC:Smoke Bomb (5e Equipment)|Smoke Bomb]]<br />
*[[OGC:Sparksprig (5e Equipment)|Sparksprig]]<br />
*[[OGC:Stoneborn Death Mask (5e Equipment)|Stoneborn Death Mask]]<br />
*[[OGC:Triangular Bayonet (5e Equipment)|Triangular Bayonet]]<br />
*[[OGC:Turret Pistol (5e Equipment)|Turret Pistol]]<br />
*[[OGC:Turret Rifle (5e Equipment)|Turret Rifle]]<br />
*[[OGC:Visage of the Vampire (5e Equipment)|Visage of the Vampire]]<br />
*[[OGC:Volley Musket (5e Equipment)|Volley Musket]]<br />
*[[OGC:Volley Pistol (5e Equipment)|Volley Pistol]]<br />
|<br />
'''Variant Rules'''<br />
*[[OGC:Capacity (5e Variant Rule)|Capacity]]<br />
*[[OGC:Chain Fire (5e Variant Rule)|Chain Fire]]<br />
*[[OGC:Double-Action (5e Variant Rule)|Double-Action]]<br />
*[[OGC:Experimenting and Grafting (5e Variant Rule)|Experimenting and Grafting]]<br />
*[[OGC:Firearm Customization (5e Variant Rule)|Firearm Customization]]<br />
*[[OGC:Loud (5e Variant Rule)|Loud]]<br />
*[[OGC:Match Loading (5e Variant Rule)|Match Loading]]<br />
*[[OGC:Misfire (5e Variant Rule)|Misfire]]<br />
*[[OGC:Rest (5e Variant Rule)|Rest]]<br />
*[[OGC:Shot (5e Variant Rule)|Shot]]<br />
*[[OGC:Turret Chain Fire (5e Variant Rule)|Turret Chain Fire]]<br />
*[[OGC:Unwieldy (5e Variant Rule)|Unwieldy]]<br />
*[[OGC:Volley (5e Variant Rule)|Volley]]<br />
'''Diseases'''<br />
*[[OGC:Lizard Bloat (5e Disease)|Lizard Bloat]]<br />
'''Creatures'''<br />
*[[OGC:Abrikandilu (5e Creature)|Abrikandilu]]<br />
*[[OGC:Accuser Devil (5e Creature)|Accuser Devil]]<br />
*[[OGC:Bibliognost (5e Creature)|Bibliognost]]<br />
*[[OGC:Black Icer (5e Creature)|Black Icer]]<br />
*[[OGC:Blutsauger (5e Creature)|Blutsauger]]<br />
*[[OGC:Cacodaemon (5e Creature)|Cacodaemon]]<br />
*[[OGC:Carrow (5e Creature)|Carrow]]<br />
*[[OGC:Contract Devil (5e Creature)|Contract Devil]]<br />
*[[OGC:Djehuty (5e Creature)|Djehuty]]<br />
*[[OGC:Magma Elemental (5e Creature)|Elemental, Magma]]<br />
*[[OGC:Mud Elemental (5e Creature)|Elemental, Mud]]<br />
*[[OGC:Sand Elemental (5e Creature)|Elemental, Sand]]<br />
*[[OGC:Smoke Elemental (5e Creature)|Elemental, Smoke]]<br />
*[[OGC:Steam Elemental (5e Creature)|Elemental, Steam]]<br />
*[[OGC:Storm Elemental (5e Creature)|Elemental, Storm]]<br />
*[[OGC:Forvirskrípi (5e Creature)|Forvirskrípi]]<br />
*[[OGC:Granitehead (5e Creature)|Granitehead]]<br />
*[[OGC:Grimlock Supplicant (5e Creature)|Grimlock Supplicant]]<br />
*[[OGC:Grimlock Brute (5e Creature)|Grimlock Brute]]<br />
*[[OGC:Hlaupa (5e Creature)|Hlaupa]]<br />
*[[OGC:Hydrodaemon (5e Creature)|Hydrodaemon]]<br />
*[[OGC:Íssax (5e Creature)|Íssax]]<br />
*[[OGC:Knútadraugr (5e Creature)|Knútadraugr]]<br />
*[[OGC:Living Spellbook (5e Creature)|Living Spellbook]]<br />
*[[OGC:Maw Swarm (5e Creature)|Maw Swarm]]<br />
*[[OGC:Mubida (5e Creature)|Mubida]]<br />
*[[OGC:Ochokochi (5e Creature)|Ochokochi]]<br />
*[[OGC:Oculite (5e Creature)|Oculite]]<br />
*[[OGC:Plaguebelly (5e Creature)|Plaguebelly]]<br />
*[[OGC:Poludnitsa (5e Creature)|Poludnitsa]]<br />
*[[OGC:Revilock (5e Creature)|Revilock]]<br />
*[[OGC:Revilock Paragon (5e Creature)|Revilock Paragon]]<br />
*[[OGC:Samovila (5e Creature)|Samovila]]<br />
*[[OGC:Slitherwhite (5e Creature)|Slitherwhite]]<br />
*[[OGC:Slithering Crown (5e Creature)|Slithering Crown]]<br />
*[[OGC:Snow Angel (5e Creature)|Snow Angel]]<br />
*[[OGC:Blazing Spider (5e Creature)|Spider, Blazing]]<br />
*[[OGC:Cloud Spider (5e Creature)|Spider, Cloud]]<br />
*[[OGC:Littoral Spider (5e Creature)|Spider, Littoral]]<br />
*[[OGC:Geode Spider (5e Creature)|Spider, Geode]]<br />
*[[OGC:Thanadaemon (5e Creature)|Thanadaemon]]<br />
*[[OGC:Thornfist (5e Creature)|Thornfist]]<br />
*[[OGC:Thuull (5e Creature)|Thuull]]<br />
*[[OGC:Titivullus (5e Creature)|Titivullus]]<br />
*[[OGC:Troglodyte Meatseeker (5e Creature)|Troglodyte Meatseeker]]<br />
*[[OGC:Troglodyte Wallower (5e Creature)|Troglodyte Wallower]]<br />
*[[OGC:Viy (5e Creature)|Viy]]<br />
*[[OGC:Wailer on the Ice (5e Creature)|Wailer on the Ice]]<br />
*[[OGC:Warmonger Devil (5e Creature)|Warmonger Devil]]<br />
|}<br />
<br />
<br />
----<br />
{{5e Open Game Content Breadcrumb}}<br><br />
{{Publication Breadcrumb 2|publisher=EN World}}<br />
{{OGCNavbox<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2015<br />
}}<br />
[[Category:EN World]]<br />
[[Category:EN Publishing]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Mubida_(5e_Creature)&diff=1067016OGC:Mubida (5e Creature)2018-07-28T16:04:10Z<p>Clockwerk66: Created OGC creature page for Mubida, from En5ider's "Monstrous Menagerie: The Mubida" publication</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Mubida<br />
|size=Large<br />
|type=monstrosity<br />
|alignment=unaligned<br />
|ac=17<br />
|armor=natural armor<br />
|hp=189<br />
|hpdice=18d10 + 90<br />
|speed=30 ft., climb 30 ft.<br />
|str=18<br />
|dex=15<br />
|con=21<br />
|int=13<br />
|wis=16<br />
|cha=17<br />
|skills={{5s|Athletics}} +8, {{5s|Perception}} +9, {{5s|Stealth}} +6, {{5s|Survival}} +7<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Stunned}}<br />
|dr=bludgeoning, piercing, and slashing from nonmagical attacks.<br />
|senses={{5e|Darkvision}} 240 ft.<br />
|passPerc=19<br />
|languages=Druidic, Common<br />
|cr=10<br />
|xp=5,900<br />
|features=<br />
'''''Animal Ken.''''' The mubida can telepathically communicate simple messages to beasts within 100 feet.<br />
<br />
'''''Bounding Escape.''''' Any creature that makes an opportunity attack against the mubida has {{5e|Disadvantage}} on the attack roll.<br />
<br />
'''''Charge.''''' If the mubida moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.<br />
<br />
'''''Guard Dog.''''' Creatures have {{5e|Disadvantage}} on attack rolls against a beast ally of the mubida while the mubida is within 10 feet of the beast.<br />
<br />
'''''Shepherd's Isolation.''''' If the mubida hits with its first attack on its turn, the target takes an extra 22 (4d10) damage (of the same type as the attack) if the target has no allies within 5 feet.<br />
<br />
'''''Skulk.''''' The mubida can use the Hide action as a bonus action.<br />
<br />
'''''Vengeful Stalker.''''' The mubida automatically succeeds on {{5a|Wis}} ({{5s|Survival}}) checks made to track a creature it has dealt at least 20 damage to in the past 24 hours.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The mubida makes a bite, claw, and gore attack.<br />
<br />
'''''Bite.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d10 + 4) piercing damage.<br />
<br />
'''''Claw.''' Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target. ''Hit:'' 10 (1d12 + 4) slashing damage.<br />
<br />
'''''Gore.''' Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d10 + 4) bludgeoning damage.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=A rare monstrosity believed by hunters and woodsmen to be a herald of strife, it is said that the mubida arrive to cut off villages from the bounty of the wilds around them. Many settlements undergo years of hardship because only to find that the creature simply disappears without warning. In truth a mubida is a highly intelligent and empathic child of nature, protecting it from overharvesting and overhunting. Many non-druids do not consider their impact on the world around them—they don’t consider the stability of the deer they hunt or their impact on the ecosystem, and some druidic scholars believe that the mubida is nature’s response to these actions. A defense mechanism that prevents the total destabilization of the ecosystem.<br/><br />
There are many ways that a mubida might be brought into existence. The most common theory is that the monstrosities are constructed with primal magic by nature itself, and the common thread between sightings is that they always appear in areas where life is being harvested and hunted at a rate that exceeds nature’s ability to replenish. Sages have concluded that these creatures do not “arrive” at a location but are instead born, fully grown in unstable areas.<br/><br />
Another popular theory is that this patchwork creature is, not unlike the owlbear, the result of too much magical experimentation on a mundane creature. Unlike the owlbear and chimera, scholars postulate that the responsible spellcaster was not a wizard but a druid. Many historians believe that this druid was a wandering shepherd that repeatedly altered their trusted sheepdog with magic in the belief that improving the canine would better protect the flock. Eventually one too many spells were cast on the animal and the very foundation of its body and mind altered—it no longer viewed the small group of sheep as its charge but rather saw all creatures endangered by the mortal races as its flock. Those who subscribe to this speculation presume that all mubida share a single common ancestor as its offspring spread throughout the known world.<br/><br />
Finally, the third most prevalent idea regarding the genesis of the mubida flies in the face of the other, more widely accepted theories: they are not monstrosities at all. Created from magic but not true primal energies, instead they are thought to perhaps be undead animated from large volumes of beast corpses that are the byproduct of overhunting. They do not come to protect the land, only to serve as nature’s vengeance against greedy mortal races. This school of thought is popular with scholars that find no correlation between a mubida’s presence and the stabilization of a region’s fauna, positing that any dangerous creature in a region will stem the tide of overharvesting due to its very presence. Detractors cite the fact that a mubida has never been seen harming an animal in the wild yet the skeptical don’t accept that lack of evidence is proof within itself.<br />
<br />
===Regional Effects===<br />
A region containing a mubida’s lair thrives. Animals are more durable, require less to eat, reproduce healthy offspring more frequently. The senses of non-beasts dull and the very landscape seems to work against them. No death goes unnoticed within the mubida’s domain.<br />
* All wild creatures of the beast type within 10 miles of the mubida’s lair increase their AC by 2 and gain 5 temporary hit points at the end of each long rest.<br />
* The mubida becomes instantly aware of any Tiny or larger creature that dies within 10 miles of its lair. It knows the exact location the creature died and if the death was the result of a sapient creature’s actions.<br />
* {{5a|Wis}} ({{5s|Survival}}) checks are made with {{5e|Disadvantage}} by all creatures other than beasts within 10 miles of the mubida’s lair.<br />
* Mundane foliage becomes difficult terrain at inconvenient times for creatures other than beasts within 1 mile of the mubida’s lair.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Mubida<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Unaligned Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Wailer_on_the_Ice_(5e_Creature)&diff=1067012OGC:Wailer on the Ice (5e Creature)2018-07-28T15:30:01Z<p>Clockwerk66: </p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Wailer on the Ice<br />
|size=Medium<br />
|type=Undead<br />
|alignment=Neutral Evil<br />
|ac=12<br />
|armor=16 in icy terrain<br />
|hp=102<br />
|hpdice=12d8 + 48<br />
|speed=20 ft., fly 40 ft. (hover)<br />
|str=18<br />
|dex=14<br />
|con=18<br />
|int=10<br />
|wis=12<br />
|cha=16<br />
|skills={{5s|Deception}} +9, {{5s|Intimidation}} +6<br />
|di=cold, necrotic, poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}, {{5c|Restrained}}<br />
|dr=bludgeoning, piercing, and slashing from nonmagical attacks.<br />
|dv=fire<br />
|senses={{5e|Blindsight}} 120 ft.<br />
|passPerc=11<br />
|languages=any it knew in life<br />
|cr=7<br />
|xp=2,900<br />
|features=<br />
'''''Ethereal Sight.''''' The wailer on the ice can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.<br />
<br />
'''''Frigid Armor.''''' The wailer on the ice coats itself in a thick barrier of ice while it is in direct contact with solid ice, increasing its AC to 16.<br />
<br />
'''''Incorporeal Movement.''''' The wailer on the ice can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The wailer on the ice cannot use this feature while frigid armor is active.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The wailer on the ice makes two slam attacks or ice weapon attacks.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 21 (5d6 + 4) force damage plus 7 (2d6) cold damage. In addition, the target may be knocked {{5c|Prone}} if it fails a DC 13 {{5a|Con}} saving throw. If the target fails and is standing on ice, the ice in its space breaks.<br />
<br />
'''''Ice Weapon.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 26 (5d8 + 4) bludgeoning, piercing, or slashing damage (the wailer on the ice chooses what type of weapon to manifest and uses the appropriate damage type), plus 7 (2d6) cold damage.<br />
<br />
'''''Cone of Frost (Recharge 4–6).''''' The wailer on the ice blows a 30-foot cone of frost. Each creature in that area must succeed on a DC 12 {{5a|Con}} saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''''Etherealness.''''' The wailer on the ice enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.<br />
<br />
'''''Wail.''''' The wailer on the ice cries out for help, like a lost soul upon the ice. Any creature within 300 feet can hear this wail and it must succeed on a DC 14 {{5a|Wis}} saving throw or be compelled to move towards the wailer on the ice. The effect ends when the creature takes damage or when it gets within 5 feet of the wailer on the ice.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=The wailer on the ice is not a ghost or spirit, but a painful echo, a manifestation of the despair of a frozen humanoid whose dying screams went unheard. This ethereal remnant uses the ice that formed over its frost-blackened mummy to create an icy facsimile of its original appearance. It is a tortured beacon of despair; it believes—inasmuch as an ethereal remnant can believe—that by luring and killing others it may dull its own pain. Unfortunately, the wailer can never truly know peace; every victim the wailer on the ice lures to its death only magnifies its suffering.<br/><br />
Fortunately, wailers on the ice can only exist in freezing conditions. When the thaw comes, the wailers disappear, only to return when the snows do. Over time, this can give an area a sinister reputation that doesn’t manifest itself throughout the warmer parts of the year.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Wailer on the Ice<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=OGC:Wailer_on_the_Ice_(5e_Creature)&diff=1067011OGC:Wailer on the Ice (5e Creature)2018-07-28T15:29:26Z<p>Clockwerk66: added missing prone condition tag</p>
<hr />
<div>{{5e OGC Creature<br />
|creatName=Wailer on the Ice<br />
|size=Medium<br />
|type=Undead<br />
|alignment=Neutral Evil<br />
|ac=12<br />
|armor=16 in icy terrain<br />
|hp=102<br />
|hpdice=12d8 + 48<br />
|speed=20 ft., fly 40 ft. (hover)<br />
|str=18<br />
|dex=14<br />
|con=18<br />
|int=10<br />
|wis=12<br />
|cha=16<br />
|skills={{5s|Deception}} +9, {{5s|Intimidation}} +6<br />
|di=cold, necrotic, poison<br />
|ci={{5c|Charmed}}, {{5c|Exhaustion}}, {{5c|Frightened}}, {{5c|Grappled}}, {{5c|Paralyzed}}, {{5c|Petrified}}, {{5c|Poisoned}}, {{5c|Prone}}, {{5c|Restrained}}<br />
|dr=bludgeoning, piercing, and slashing from nonmagical attacks.<br />
|dv=fire<br />
|senses={{5e|Blindsight}} 120 ft.<br />
|passPerc=11<br />
|languages=any it knew in life<br />
|cr=7<br />
|xp=2,900<br />
|features=<br />
'''''Ethereal Sight.''''' The wailer on the ice can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.<br />
<br />
'''''Frigid Armor.''''' The wailer on the ice coats itself in a thick barrier of ice while it is in direct contact with solid ice, increasing its AC to 16.<br />
<br />
'''''Incorporeal Movement.''''' The wailer on the ice can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. The wailer on the ice cannot use this feature while body of ice is active.<br />
<br />
|actions=<br />
'''''Multiattack.''''' The wailer on the ice makes two slam attacks or ice weapon attacks.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 21 (5d6 + 4) force damage plus 7 (2d6) cold damage. In addition, the target may be knocked {{5c|Prone}} if it fails a DC 13 {{5a|Con}} saving throw. If the target fails and is standing on ice, the ice in its space breaks.<br />
<br />
'''''Ice Weapon.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one creature. ''Hit:'' 26 (5d8 + 4) bludgeoning, piercing, or slashing damage (the wailer on the ice chooses what type of weapon to manifest and uses the appropriate damage type), plus 7 (2d6) cold damage.<br />
<br />
'''''Cone of Frost (Recharge 4–6).''''' The wailer on the ice blows a 30-foot cone of frost. Each creature in that area must succeed on a DC 12 {{5a|Con}} saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.<br />
<br />
'''''Etherealness.''''' The wailer on the ice enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.<br />
<br />
'''''Wail.''''' The wailer on the ice cries out for help, like a lost soul upon the ice. Any creature within 300 feet can hear this wail and it must succeed on a DC 14 {{5a|Wis}} saving throw or be compelled to move towards the wailer on the ice. The effect ends when the creature takes damage or when it gets within 5 feet of the wailer on the ice.<br />
<br />
|imgInt=<br />
|imgExt=<br />
|imgLink=<br />
|imgCap=<br />
<br />
|desc=The wailer on the ice is not a ghost or spirit, but a painful echo, a manifestation of the despair of a frozen humanoid whose dying screams went unheard. This ethereal remnant uses the ice that formed over its frost-blackened mummy to create an icy facsimile of its original appearance. It is a tortured beacon of despair; it believes—inasmuch as an ethereal remnant can believe—that by luring and killing others it may dull its own pain. Unfortunately, the wailer can never truly know peace; every victim the wailer on the ice lures to its death only magnifies its suffering.<br/><br />
Fortunately, wailers on the ice can only exist in freezing conditions. When the thaw comes, the wailers disappear, only to return when the snows do. Over time, this can give an area a sinister reputation that doesn’t manifest itself throughout the warmer parts of the year.<br />
<br />
|creat=yes<br />
<br />
|product=EN Publishing<br />
|publisher=EN World<br />
|title=Wailer on the Ice<br />
|author=Various Authors<br />
|base=EN Publishing<br />
|copyright=2018<br />
}}<br />
<br />
[[Category:Neutral Alignment]]<br />
[[Category:Evil Alignment]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Grung_(5e_Race_Variant)&diff=1059853Grung (5e Race Variant)2018-07-01T04:49:39Z<p>Clockwerk66: Improving overall race description</p>
<hr />
<div>==Grung==<br />
<br />
''"Sentient, poisonous frogs that live in trees. Truly, the gods hate us." Volo's Guide to Monsters.''<br />
<br />
Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. <br />
<br />
===Physical Description===<br />
{{5e Image|float:right|http://geekandsundry.com/wp-content/uploads/2016/11/Grung2.jpg|Image of Grungs from Volo's Guide to Monsters}}<br />
<br />
Grungs are froglike humanoids that range in color from purple to black, with black spots. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.<br />
<br />
===History===<br />
<br />
===Society===<br />
Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.<br/><br />
Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders.<br/><br />
Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status.<br/><br />
Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung.<br/><br />
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.<br />
<br />
===Grung Names===<br />
<!--Lead text--><br />
<br />
'''Male:''' <!--Male names-->Koko, Le'Pad, B'loop, B'leep, B'lop, B'Ang'r'Ang, B'Lip, D'Ahten'Khan, C'Ahbulos, B'Lahp <br />
<br />
'''Female:''' <!--Female names--><br />
<br />
===Grung Traits===<br />
{{5e Racial Traits<br />
|summary=Your grung character has the following racial traits.<br />
|abilities=Your {{5a|dex}} score increases by 2, and your {{5a|con}} score increases by 1.<br />
|age=Grung reach maturity at 3 to 4 months, and can live for up to 80 years.<br />
|alignment=Grungs are almost always lawful evil.<br />
|size=Your size is Small.<br />
|speed=Your base walking speed is 25 feet. You also have a climbing speed of 25.<br />
|trait1=Amphibious.<br />
|description1=You can breathe both air and water.<br />
|trait2=Poisonous Skin<br />
|description2=Any creature that grapples you or otherwise comes into direct contact with you must at the end of its turn succeed on a {{5a|con}} saving throw or become {{5c|Poisoned}} for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each its turns, ending the effect on itself on a success. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A grung succeeds on this saving throw automatically.<br />
|trait3=Standing Leap<br />
|description3=A grung's long jump is up to 25 feet and its high jump is up to 15 feet, without a running start.<br />
|trait4=Water Dependency<br />
|description4=A grung that fails to immerse itself in water for at least one hour during its {{5e|Long Rest}} does not gain any benefits of that long rest, as if going without sleep.<br />
|trait5=Animal Instinct<br />
|description5=You have proficiency in your choice of either the {{5s|Nature}} or {{5s|Survival}} skill.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write both Common and Grung.<br />
}}<br />
<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race Variant]]<br />
[[Category:Small Size]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Grung Tag]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Master_Assassin_(5e_Creature)&diff=1056842Master Assassin (5e Creature)2018-06-22T00:21:31Z<p>Clockwerk66: Undo revision 1056785 by 2601:14B:C201:4D57:3994:7E47:87F0:DBAE (talk)</p>
<hr />
<div><!--[[Category:Miscellaneous Creature]]--><br />
==Master Assassin==<br />
{{5e Creature<br />
|size=Medium<br />
|type=humanoid<br />
|race=any race<br />
|alignment=any alignment<br />
|ac=16<br />
|armor={{5e|Leather (Armor)|leather armour}}<br />
|hp=143<br />
|hpdice=22d8 + 44<br />
|speed=30 ft.<br />
|str=20<br />
|dex=20<br />
|con=14<br />
|int=15<br />
|wis=12<br />
|cha=12<br />
|saves={{5e|Dexterity|Dex}} +11, {{5e|Intelligence|Int}} +8, {{5e|Charisma|Cha}} +7<br />
|skills={{5s|Acrobatics}} +11, {{5s|Deception}} +7, {{5s|Perception}} +7, {{5s|Sleight of Hand}} +11, {{5s|Stealth}} +17<br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 17<br />
|languages=any three languages<br />
|cr=18<br />
|xp=20,000<br />
|features=<br />
'''''Assassinate.''''' During the first turn of combat, the master assassin has {{5e|Advantage}} on attack rolls against any creature that hasn’t acted. Any hit the master assassin scores against a {{5e|Surprise|surprised}} creature is a {{5e|Damage Rolls#Critical Hits|critical hit}}.<br />
<br />
'''''Crossbow Expert.''''' The master assassin ignores the loading quality of light crossbows and being within 5 feet of a hostile creature doesn’t impose {{5e|Disadvantage}} on the master assassin’s ranged attack rolls.<br />
<br />
'''''Deadly Poison.''''' The master assassin can use an action to apply a deadly poison to its weapons (already included in the master assassin’s attacks). The master assassin carries four doses of this poison. The poison lasts one hour and a single dose can coat 1 melee weapon or 10 pieces of ammunition.<br />
<br />
'''''Death Strike.''''' When the master assassin hits a creature that is {{5e|Surprise|surprised}} it must make a DC 18 {{5a|con}} saving throw. On a failed save the master assassin doubles the damage of its attack against that creature.<br />
<br />
'''''Evasion.''''' If the master assassin is subjected to an effect that allows it to make a {{5a|dex}} saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.<br />
<br />
'''''Sneak Attack (1/Turn).''''' The master assassin deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has {{5e|Advantage}} on the attack roll, or when the target is within 5 feet of an ally of the master assassin that isn’t {{5c|Incapacitated}} and the master assassin doesn’t have {{5e|Disadvantage}} on the roll.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Multiattack.''''' The master assassin makes two attacks.<br />
<br />
'''''{{5e|Shortsword|Shortsword}}.''' Melee Weapon Attack:'' +11 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d6 + 5) piercing damage. The target must make a DC 19 {{5a|con}} saving throw taking 42 (12d6) poison damage on a failed save, or half as much damage on a success.<br />
<br />
'''''{{5e|Crossbow, Light|Light Crossbow}}.''' Melee Weapon Attack:'' +11 to hit, range 80/320 ft., one target. ''Hit:'' 9 (1d8 + 5) piercing damage. The target must make a DC 19 {{5a|con}} saving throw taking 42 (12d6) poison damage on a failed save, or half as much damage on a success.<br />
<br />
|description=<br />
{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}<br />
<br />
Master assassins always get their mark. These killers never play fair, and aim to kill before they are ever seen. They have far more money and resources than the average contract killer, allowing them access to rare, potent poisons.<br />
<br />
====Recommended Magic Items====<br />
The master assassin may be equipped with one or more of the following magic items at the GM’s discretion: ''boots of elvenkind'', ''cloak of the bat'', ''sword of life stealing'', ''potion of invisibility'', and two ''potions of supreme healing''.<br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]<br />
[[Category:NPC]]</div>Clockwerk66https://www.dandwiki.com/w/index.php?title=Rare_Monsters_for_Random_Encounters_(5e_Variant_Rule)&diff=1036418Rare Monsters for Random Encounters (5e Variant Rule)2018-04-30T20:41:45Z<p>Clockwerk66: Making syntax adjustments to this page</p>
<hr />
<div>== Rare Monsters for Random Encounters ==<br />
Rare monsters are monsters that have been enhanced with special bonus properties or mutations in addition to their normal attacks. These properties, known as "Rare Affixes", grant monsters a wide variety of elemental damage effects, as well as things like regenerative auras, improved defenses, flight, and much more. Rare monsters can be inserted into any 5e game to spice up random encounters in a quick-and-dirty fashion, and to catch complacent adventurers off-guard in the process.<br />
<br />
Whenever an adventuring party triggers a random encounter, the DM can choose to roll another d20. On a natural 20, the DM may choose one monster in the random encounter to become a Rare Monster, and must then roll another d20 to determine which Rare Affix this monster possesses. Each Rare Affix attached to a monster adds +2 to its hit dice, and will increase its Challenge Rating by one level (ex. CR 1/4 increases to CR 1/2, CR 1 increases to CR 2, etc....). The DM can even give rare monsters exciting names if they so wish, to further cement their special status.<br />
<br />
<br />
{|<br />
|style="width:75%"|<br />
;Affixes for Rare Monsters<br />
{| class="5e" width="100%" style="text-align: left;" {{#vardefine:odd|0}}<br />
! width="5%" style="text-align: left;" | d20<br />
! width="5%" | Rare Affix<br />
! width="50%" | Affix Description<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1 || Corrosive|| Acid resistance plus bonus acid damage to attacks (equal to half the damage dice of each weapon attack). Any pre-existing elemental properties to weapon or spell attacks are replaced with acid. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into acid damage. If the monster already had resistance, it now has immunity to acid damage instead. A small or larger corrosive monster can use its action to exhale a line of acid (15 ft. for small & medium size, 30 ft. for large size, 60 ft. for huge size, 90 ft. for gargantuan size). Each creature in that line must make a {{5a|Dex}} saving throw (equal to 8 + proficiency + CON mod of the monster), taking acid damage on a failed save (1d6 at CR 1/2 and lower, 2d6 at CR 1-5, 3d6 at CR 6-10, 4d6 at CR 11-15, 5d6 at CR 16+), or half as much on a successful one. This ability has a recharge of 5-6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2 || Frozen|| Cold resistance plus bonus cold damage to attacks (equal to half the damage dice of each weapon attack), as well as vulnerability to fire damage. Any pre-existing elemental properties to weapon or spell attacks are replaced with cold. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into cold damage. If the monster already had resistance, it now has immunity to cold damage instead. A creature struck by this monster's weapon attacks is slowed by 10 feet until the start of its next turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3 || Burning|| Fire resistance plus bonus fire damage to attacks (equal to half the damage dice of each weapon attack), as well as vulnerability to cold damage. Any pre-existing elemental properties to weapon or spell attacks are replaced with fire. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into fire damage. If the monster already had resistance, it now has immunity to fire damage instead. When this monster dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a {{5a|Dex}} saving throw (save DC equals 8 + proficiency + CON mod of the monster), taking fire damage on a failed save (1d6 at tiny & small size, 2d6 at medium size, 3d6 at large size, 4d6 at huge size, 5d6 at gargantuan size), or half as much on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4 || Arcane|| Force resistance plus bonus force damage to attacks (equal to half the damage dice of each weapon attack). Any pre-existing elemental properties to weapon or spell attacks are replaced with force. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into force damage. If the monster already had resistance, it now has immunity to force damage instead. This monster also has Magic Resistance, and its weapon attacks are considered magical, unless either of these two traits already applied without the affix.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || Voltaic|| Lightning resistance plus bonus lightning damage to attacks (equal to half the damage dice of each weapon attack). Any pre-existing elemental properties to weapon or spell attacks are replaced with lightning. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into lightning damage. If the monster already had resistance, it now has immunity to lightning damage instead. A creature that touches this monster or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6 || Necrotic|| Necrotic resistance plus bonus necrotic damage to attacks (equal to half the damage dice of each weapon attack), as well as vulnerability to radiant damage. Any pre-existing elemental properties to weapon or spell attacks are replaced with necrotic. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into necrotic damage. If the monster already had resistance, it now has immunity to necrotic damage instead. This monster regains hit points equal to half the amount of damage it inflicts with weapon attacks. Every successful attack from this monster leaves a stacking -1 debuff to all healing and temporary hit points received for 1 minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7 || Toxic|| Poison resistance plus bonus poison damage to attacks (equal to half the damage dice of each weapon attack), and cannot be poisoned. Any pre-existing elemental properties to weapon or spell attacks are replaced with poison. If the monster already had resistance, it now has immunity to poison damage instead. This monster also gains the Fetid Cloud ability, and can use it once per day (save DC equals 8 + proficiency + CON mod of the monster).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8 || Psychokinetic|| Psychic resistance plus bonus psychic damage to attacks (equal to half the damage dice of each weapon attack). Any pre-existing elemental properties to weapon or spell attacks are replaced with psychic. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into psychic damage. If the monster already had resistance, it now has immunity to psychic damage instead. This monster can use its action to emit a psychic scream. Each creature of the monster's choice within 15 feet of it must must succeed on a {{5a|Wis}} saving throw (save DC equals 8 + proficiency + CHA mod of the monster) or become {{5c|Frightened}} for 1 minute. This ability has a recharge of 5-6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9 || Radiant|| Radiant resistance plus bonus radiant damage to attacks (equal to half the damage dice of each weapon attack), as well as vulnerability to necrotic damage. Any pre-existing elemental properties to weapon or spell attacks are replaced with radiant. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into radiant damage. If the monster already had resistance, it now has immunity to radiant damage instead. This monster sheds bright light in a 10-foot radius and dim light for another 10 feet. This monster can use its action to target one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {{5a|Con}} saving throw (save DC equals 8 + proficiency + CON mod of the monster) or be blinded for 1 minute. This ability has a recharge of 5-6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || Sonic|| Thunder resistance plus bonus thunder damage to attacks (equal to half the damage dice of each weapon attack). Any pre-existing elemental properties to weapon or spell attacks are replaced with thunder. If any weapon or spell attacks normally inflict poison damage, convert half the damage dice of that poison damage into thunder damage. If the monster already had resistance, it now has immunity to thunder damage instead. This monster can use its action to emit a blast of thunderous force. Each creature within a 15-foot radius must make a {{5a|Con}} saving throw (save DC equals 8 + proficiency + CON mod of the monster). On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from the monster.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || Stone-skinned|| This monster's minimum AC is 17, and it is resistant to all bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't made from adamantine, but gains a vulnerability to thunder damage. No change to AC if it was already higher than 17. This monster also moves 5 feet slower due to its increased weight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12 || Flying|| This monster is capable of flight through whatever means the DM feels is justified for the original monster. It gains a flight speed equal to its fastest movement speed. If the original monster already had flight, reroll this d20 result.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13 || Bolstering|| When this monster dies, its death cry empowers all allied creatures within 15 feet of it, granting them the effects of [[5e SRD:Bless]] and [[5e SRD:False Life]] for 1 minute.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14 || Raging|| This monster goes berserk once it reaches half of its maximum hit points for 1 minute. While this monster is raging, it gains resistance to bludgeoning, piercing, and slashing damage, advantage on melee weapon attack rolls, and a bonus to all damage rolls (+1 for CR 1/4 to 4, +2 for CR 5-10, +3 to CR 11-16, +4 to CR 17+). While enraged, all attack rolls against this monster also have advantage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || Sanguine|| When this monster dies, it leaves a pool of tainted blood on the ground in a 10-foot radius from its point of origin for 1 minute. Allied creatures that move into this area, or start their turn in it, regain 1d8 hit points. Enemy creatures who move into this area, or start their turn in it, take 4 (1d8) poison damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || Nature-touched|| This monster permanently gains the effects of [[5e SRD:Barkskin]], as well as the effects of either ''aura of life'', ''aura of purity'', or ''aura of vitality'' (chosen by the DM).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17 || Many-armed|| This monster has an extra pair of arms, and gains a multiattack feature if it did not already have it. If the monster already has multiattack, it instead gains one additional weapon attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18 || Crystalline|| This monster's minimum AC is 18, and it is immune to all bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't made from adamantine. No change to AC if it was already higher than 18. This monster also moves 5 feet slower due to its increased weight.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19 || Prismatic|| This monster becomes immune to acid, cold, fire, lightning, and poison damage, gains Magic Resistance and Immutable Form, and cannot be blinded, petrified, or poisoned. Its weapon attacks also become magical. Whenever this monster is subjected to acid, cold, fire, lightning, or poison damage, it regains a number of hit points equal to the elemental damage dealt.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || Champion|| This monster gains two Rare Affixes instead of one. Roll two d20s for this table, and reroll any die with a value of 20. If both the "Stone-skinned" and "Crystalline" affixes are rolled at the same time, you may only keep one, and must reroll the other die. This also applies if you roll both "Frozen" and "Burning", or if you roll both "Necrotic" and "Radiant".<br />
|}<br />
<br />
===Legal Champion Affix Combinations (WIP)===<br />
{| cellspacing="0" cellpadding="0" class="column" style="width: 100%;"<br />
|-<br />
| style="width: 25%;" |<br />
;Corrosive<br />
*Corrosive + Frozen = '''Acidfrost'''<br />
*Corrosive + Burning = '''Magmic'''<br />
*Corrosive + Arcane = '''Acidomantic'''<br />
*Corrosive + Voltaic = '''Shock-melting'''<br />
*Corrosive + Necrotic = '''Death-oozing'''<br />
*Corrosive + Toxic = '''Irradiated'''<br />
*Corrosive + Psychokinetic = '''Acidokinetic'''<br />
*Corrosive + Radiant = '''Acidlight'''<br />
*Corrosive + Sonic = '''Sound-melting'''<br />
*Corrosive + Stone-skinned = '''Acid-stone'''<br />
*Corrosive + Flying = '''Sky-melting'''<br />
*Corrosive + Bolstering = '''Acid-bolstering'''<br />
*Corrosive + Raging = '''Acid-raging'''<br />
*Corrosive + Sanguine = '''Blood-melting'''<br />
*Corrosive + Nature-touched = '''Acidflower'''<br />
*Corrosive + Many-armed = '''Corrosion-armed'''<br />
*Corrosive + Crystalline = '''Onyx'''<br />
*Corrosive + Prismatic = '''Acid-Prism'''<br />
;(To be continued......)<br />
| style="width: 25%;" |<br />
;Frozen<br />
*Frozen + Arcane = '''Cryomantic'''<br />
*Frozen + Voltaic = '''Frost-shocked'''<br />
*Frozen + Necrotic = '''Blackfrost'''<br />
*Frozen + Toxic = '''Poisonfrost'''<br />
*Frozen + Psychokinetic = '''Cryokinetic'''<br />
*Frozen + Radiant = '''Coldlight'''<br />
*Frozen + Sonic = '''Thunderfrost'''<br />
*Frozen + Stone-skinned = '''Stone-frozen'''<br />
*Frozen + Flying = '''Skyfrost'''<br />
*Frozen + Bolstering = '''Frost-bolstering'''<br />
*Frozen + Raging = '''Ice-raging'''<br />
*Frozen + Sanguine = '''Blood-frost'''<br />
*Frozen + Nature-touched = '''Frostflower'''<br />
*Frozen + Many-armed = '''Frozen-armed'''<br />
*Frozen + Crystalline = '''Diamond'''<br />
*Frozen + Prismatic = '''Frost-prism'''<br />
| style="width: 25%;" |<br />
;Burning<br />
*Burning + Arcane = '''Pyromantic'''<br />
*Burning + Voltaic = '''Flame-shocked'''<br />
*Burning + Necrotic = '''Blackflame'''<br />
*Burning + Toxic = '''Poisonflame'''<br />
*Burning + Psychokinetic = '''Pyrokinetic'''<br />
*Burning + Radiant = '''Firelight'''<br />
*Burning + Sonic = '''Thunderfire'''<br />
*Burning + Stone-skinned = '''Blackrock'''<br />
*Burning + Flying = '''Skyfire'''<br />
*Burning + Bolsterting = '''Flame-bolstering'''<br />
*Burning + Raging = '''Fire-raging'''<br />
*Burning + Sanguine = '''Bloodfire'''<br />
*Burning + Nature-touched = '''Fireflower'''<br />
*Burning + Many-armed = '''Fire-armed'''<br />
*Burning + Crystalline = '''Ruby'''<br />
*Burning + Prismatic = '''Flame-prism'''<br />
| style="width: 25%;" |<br />
;Arcane<br />
*Arcane + Voltaic = '''Electromantic'''<br />
*Arcane + Necrotic = '''Necromantic'''<br />
*Arcane + Toxic = '''Venomantic'''<br />
*Arcane + Psi-terror = '''Psychomantic'''<br />
*Arcane + Radiant = '''Photomantic'''<br />
*Arcane + Sonic = '''Audiomantic'''<br />
*Arcane + Stone-skinned = '''Geomantic'''<br />
*Arcane + Flying = '''Aeromantic'''<br />
*Arcane + Bolstering = '''Arcana-bolstering'''<br />
*Arcane + Raging = '''Spell-raging'''<br />
*Arcane + Sanguine = '''Sanguimantic'''<br />
*Arcane + Nature-touched = '''Arcanaflower'''<br />
*Arcane + Many-armed = '''Force-armed'''<br />
*Arcane + Crystalline = '''Moonstone'''<br />
*Arcane + Prismatic = '''Spectrumantic'''<br />
|}<br />
----<br />
{{5e Variant Rules Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Clockwerk66