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2024-Features.md

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Features from official sources based on 2024 rules

Note

  • Feature names (e.g. Multiattack. ; Web (Recharge 5–6).) are styled bold and italic.
  • Feature types (e.g. Melee Attack Roll: ; Constitution Saving Throw:) are styled italic.
  • Feature effects (e.g. Hit: ; Trigger: ; Failure by 5 or More:) are styled italic.
  • Spellcasting has a blank line between each line.

Traits

Dungeon Master's Guide

  • Aversion to Fire. If the MONSTER takes Fire [rules]damage[/rules], it has [rules]Disadvantage[/rules] on [rules]Attack Roll;attack rolls[/rules] and [rules]Ability Check;ability checks[/rules] until the end of its next turn.
  • Battle Ready. The MONSTER has [rules]Advantage[/rules] on [rules]Initiative[/rules] rolls.
  • Beast Whisperer. The MONSTER can communicate with Beasts as if they shared a common language.
  • Death Jinx. When the MONSTER [rules]Dead;dies[/rules], one random [rules]creature[/rules] within 10 feet of the [rules]dead[/rules] MONSTER is [rules]Target;targeted[/rules] by a [spells]Bane[/spells] [rules]spell[/rules] ([rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13), which lasts for its full duration.
  • Dimensional Disruption. Disruptive energy extends from the MONSTER in a 30-foot [rules]Emanation[/rules]. Other [rules]Creature;creatures[/rules] can't [rules]Teleportation;teleport[/rules] to or from a space in that area. Any attempt to do so is wasted.
  • Disciple of the Nine Hells. When the MONSTER [rules]Dead;dies[/rules], its body disgorges a [rules]Hostile[/rules] [monsters]Imp[/monsters] in the same space.
  • Disintegration. When the MONSTER [rules]Dead;dies[/rules], its body and nonmagical possessions turn to dust. Any magic items it possessed are left behind in its space.
  • Emissary of Juiblex. When the MONSTER [rules]Dead;dies[/rules], its body disgorges a [rules]Hostile[/rules] [monsters]Ochre Jelly[/monsters] in the same space.
  • Fey Ancestry. The FEY has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] it makes to avoid or end the [condition]Charmed[/condition] [rules]condition[/rules], and magic can't put it to sleep.
  • Forbiddance. The MONSTER can't enter a residence without an invitation from one of its occupants.
  • Gloom Shroud. Imperceptible energy channeled from the [lore]Shadowfell[/lore] extends from the MONSTER in a 20-foot [rules]Emanation[/rules]. Other [rules]Creature;creatures[/rules] in that area have [rules]Disadvantage[/rules] on Charisma [rules]Ability Check;checks[/rules] and Charisma [rules]Saving Throw;saving throws[/rules].
  • Light. The MONSTER sheds [rules]Bright Light[/rules] in a 10-foot radius and [rules]Dim Light[/rules] for an additional 10 feet. As a [rules]Bonus Action[/rules], the MONSTER can suppress this light or cause it to return. The light winks out if the MONSTER [rules]Dead;dies[/rules].
  • Mimicry. The MONSTER can mimic Beast sounds and Humanoid voices. A [rules]creature[/rules] that hears the sounds can tell they are imitations with a successful [rules]Difficulty Class;DC[/rules] 13 Wisdom ([skill]Insight[/skill]) [rules]Ability Check;check[/rules].
  • Poison Tolerant. The MONSTER has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] it makes to avoid or end the [condition]Poisoned[/condition] [rules]condition[/rules].
  • Resonant Connection. The MONSTER has a supernatural connection to another [rules]creature[/rules] or an [rules]object[/rules] and knows the most direct route to it, provided the two are within 1 mile of each other.
  • Siege Monster. The MONSTER deals double [rules]damage[/rules] to [rules]Object;objects[/rules] and structures.
  • Slaad Host. When the MONSTER [rules]Dead;dies[/rules], a [rules]Hostile[/rules] [monsters]Slaad Tadpole[/monsters] bursts from its innards in the same space.
  • Steadfast. The MONSTER has [rules]Immunity[/rules] to the [condition]Frightened[/condition] [rules]condition[/rules] while it can see an ally within 30 feet of itself.
  • Telepathic Bond. The MONSTER is linked psychically to another [rules]creature[/rules]. While both are on the same plane of existence, they can communicate [rules]Telepathy;telepathically[/rules] with each other.
  • Telepathic Shroud. The MONSTER is [rules]Immunity;immune[/rules] to any effect that would sense its emotions or read its thoughts, as well as to [rules]Spell;spells[/rules] from the school of Divination. As a [rules]Bonus Action[/rules], the MONSTER can suppress this trait or reactivate it.
  • Ventriloquism. Whenever the MONSTER speaks, it can choose a point within 30 feet of itself; its voice emanates from that point.
  • Warrior's Wrath. The MONSTER has [rules]Advantage[/rules] on melee [rules]Attack Roll;attack rolls[/rules] against any [rules]Bloodied[/rules] [rules]creature[/rules].
  • Wild Talent. The MONSTER can [action]Magic;cast[/action] CANTRIP without spell components, using INTELLIGENCE|WISDOM|CHARISMA as the spellcasting ability.

Other official sources

  • Abduct. The MONSTER's [rules]Speed[/rules] isn't halved when it moves a [rules]creature[/rules] [condition]Grappled[/condition] by it.
  • Agile. The MONSTER doesn't provoke an [action]Opportunity Attack[/action] action when it moves out of an [rules]enemy[/rules]'s reach.
  • Amorphous. The MONSTER can move through a space as narrow as 1 inch without expending extra movement to do so.
  • Amphibious. The MONSTER can breathe air and water.
  • Battle Ready. The MONSTER has [rules]Advantage[/rules] on [rules]Initiative[/rules] rolls.
  • Beast of Burden. The BEAST counts as one [rules]size[/rules] larger for the purpose of determining its [rules]carrying capacity[/rules].
  • Bloodied Fury. While [rules]Bloodied[/rules], the MONSTER has [rules]Advantage[/rules] on [rules]Attack Roll;attack rolls[/rules].
  • Compression. The MONSTER can move through a space as narrow as 1 inch without spending extra movement to do so.
  • Corrosive Form. A [rules]creature[/rules] that hits the MONSTER with a melee [rules]attack roll[/rules] takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Corrosive Form","rollDamageType":"Acid"}[/rollable] Acid [rules]damage[/rules]. The MONSTER eats through 2-inch-thick nonmagical wood or metal in 1 round.
  • Death Burst. Dexterity [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, each [rules]creature[/rules] in a 10-foot [rules]Emanation[/rules] originating from the MONSTER when it [rules]Dead;dies[/rules]. Failure: 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burst","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules] plus 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Death Burst","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules]. Success: Half [rules]damage[/rules].
  • Devil's Sight. [rules]Magical Effect;Magical[/rules] [rules]Darkness[/rules] doesn't impede the DEVIL's [sense]Darkvision[/sense].
  • Fiery Aura. At the end of each of the MONSTER's turns, each [rules]creature[/rules] in a 10-foot [rules]Emanation[/rules] originating from the MONSTER takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Fiery Aura","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules]. [rules]Creature;Creatures[/rules] and flammable [rules]Object;objects[/rules] in the [rules]Emanation[/rules] start [rules]burning[/rules].
  • Fire Form. The MONSTER can move through a space as narrow as 1 inch wide without expending extra movement to do so, and it can enter a [rules]creature[/rules]'s space and stop there. The first time it enters a [rules]creature[/rules]'s space on a turn, that [rules]creature[/rules] takes 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Fire Form","rollDamageType":"Fire"}[/rollable] Fire [rules]damage[/rules].
  • Flyby. The MONSTER doesn't provoke an [action]Opportunity Attack[/action] action when it [rules]Flying;flies[/rules] out of an [rules]enemy[/rules]'s reach.
  • Gear. [items]Javelin;Javelins[/items] (3), [items]Greatsword[/items], [items]Crossbow, Heavy;Heavy Crossbow[/items], [items]Plate;Plate Armor[/items]
  • Hold Breath. The MONSTER can hold its breath for 1 hour.
  • Illumination. The MONSTER sheds [rules]Bright Light[/rules] in a 15-foot radius and [rules]Dim Light[/rules] for an additional 15 feet.
  • Immutable Form. The MONSTER can't [rules]Shape-Shifting;shape-shift[/rules].
  • Incubus Form. When the SUCCUBUS finishes a [rules]Long Rest[/rules], it can [rules]Shape-Shifting;shape-shift[/rules] into an [monsters]Incubus[/monsters], using that [rules]stat block[/rules] instead of this one. Any equipment it's wearing or carrying isn't transformed.
  • Jumper. The MONSTER's [rules]Jumping;jump[/rules] distance is determined using its Dexterity rather than its Strength.
  • Legendary Resistance (3[rules]Per Day;/Day[/rules] or 4[rules]Per Day;/Day[/rules] in Lair). If the MONSTER fails a [rules]saving throw[/rules], it can choose to succeed instead.
  • Magic Resistance. The MONSTER has [rules]Advantage[/rules] on [rules]Saving Throw;saving throws[/rules] against [rules]Spell;spells[/rules] and other [rules]Magical Effect;magical effects[/rules].
  • Mimicry. The MONSTER can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful [rules]Difficulty Class;DC[/rules] 13 Wisdom ([skill]Insight[/skill]) [rules]Ability Check;check[/rules].
  • Otherworldly Perception. The MONSTER can sense the presence of any [rules]creature[/rules] within 30 feet of it that has the [condition]Invisible[/condition] [rules]condition[/rules] or is on the [lore]Ethereal Plane[/lore]. It can pinpoint such a [rules]creature[/rules] that is moving.
  • Pack Tactics. The MONSTER has [rules]Advantage[/rules] on an [rules]attack roll[/rules] against a [rules]creature[/rules] if at least one of the MONSTER's [rules]Ally;allies[/rules] is within 5 feet of the [rules]creature[/rules] and the [rules]ally[/rules] doesn't have the [condition]Incapacitated[/condition] [rules]condition[/rules].
  • Running Leap. With a 10-foot running start, the MONSTER can [rules]Long Jump[/rules] up to 25 feet.
  • Speak with Frogs and Toads. The BULLYWUG can communicate simple concepts to [monsters]frog;Frogs[/monsters] and toads when it speaks in Bullywug.
  • Spider Climb. The SPIDER can [rules]Climbing;climb[/rules] [rules]Difficult Terrain;difficult surfaces[/rules], including along ceilings, without needing to make an [rules]ability check[/rules].
  • Standing Leap. The MONSTER's [rules]Long Jump[/rules] is up to 10 feet and its [rules]High Jump[/rules] is up to 5 feet with or without a running start.
  • Succubus Form. When the INCUBUS finishes a [rules]Long Rest[/rules], it can [rules]Shape-Shifting;shape-shift[/rules] into a [monsters]Succubus[/monsters], using that [rules]stat block[/rules] instead of this one. Any equipment it's wearing or carrying isn't transformed.
  • Sunlight Sensitivity. While in sunlight, the MONSTER has [rules]Disadvantage[/rules] on [rules]Ability Check;ability checks[/rules] and [rules]Attack Roll;attack rolls[/rules].
  • Undead Fortitude. If [rules]damage[/rules] reduces the UNDEAD to 0 [rules]Hit Points[/rules], it must make a Constitution [rules]saving throw[/rules] with a [rules]Difficulty Class;DC[/rules] of 5 plus the [rules]damage[/rules] taken unless the [rules]damage[/rules] is Radiant or from a [rules]Critical Hit[/rules]. On a successful [rules]Saving Throw;save[/rules], the UNDEAD drops to 1 [rules]Hit Points;Hit Point[/rules] instead.
  • Water Breathing. The MONSTER can breathe only underwater.
  • Water Susceptibility. The MONSTER takes 3 [rollable](1d6);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Water Susceptibility","rollDamageType":"Cold"}[/rollable] Cold [rules]damage[/rules] for every 5 feet the MONSTER moves in water or for every gallon of water splashed on it.
  • Web Walker. The SPIDER ignores movement restrictions caused by webs, and it knows the location of any other [rules]creature[/rules] in contact with the same web.

Actions

Multiattacks

  • Multiattack. The MONSTER makes two WEAPON attacks.
  • Multiattack. The MONSTER makes two attacks, using MELEEWEAPON or RANGEDWEAPON in any combination.
  • Multiattack. The MONSTER makes three SPELL attacks.
  • Multiattack. The MONSTER makes one WEAPON attack and one SPELL attack.
  • Multiattack. The MONSTER makes one WEAPON attack and uses ACTION.
  • Multiattack. The MONSTER makes two WEAPON attacks. It can replace one of these attacks with a use of ACTION.
  • Multiattack. The MONSTER makes two WEAPON attacks. It can replace one of these attacks with a use of Spellcasting (at will spells only).
  • Multiattack. The MONSTER makes two WEAPON attacks and can use Spellcasting to cast SPELL. It can replace one attack with a use of SPELL.

Natural Weapon Attacks

Simple Melee Weapon Attacks

  • Club. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Club"}[/rollable], reach 5 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Club","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Dagger. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Greatclub. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greatclub"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Greatclub","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
  • Handaxe. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Handaxe"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Handaxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Javelin. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 30/120 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Javelin","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Light Hammer. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Hammer"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Light Hammer","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Mace. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Mace"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Quarterstaff. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Quarterstaff"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Sickle. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Sickle"}[/rollable], reach 5 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Sickle","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Spear. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Spear","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].

Martial Melee Weapon Attacks

  • Battleaxe. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Battleaxe"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Battleaxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Flail. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Flail"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Flail","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Glaive. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Glaive"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Glaive","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Greataxe. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greataxe"}[/rollable], reach 5 ft. Hit: 7 [rollable](1d12 + 1);{"diceNotation":"1d12+1","rollType":"damage","rollAction":"Greataxe","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Greatsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Greatsword"}[/rollable], reach 5 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Greatsword","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Halberd. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Halberd"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Halberd","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Lance. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Lance"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Lance","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Longsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longsword"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longsword","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Maul. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Maul"}[/rollable], reach 5 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Maul","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].
  • Morningstar. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Morningstar"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Morningstar","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Pike. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Pike"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Pike","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
  • Rapier. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Rapier"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Rapier","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Scimitar. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Scimitar"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Scimitar","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].
  • Shortsword. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortsword"}[/rollable], reach 5 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortsword","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Trident. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Trident"}[/rollable], reach 5 ft. or [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Trident","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Warhammer. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Warhammer"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Warhammer","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
  • War Pick. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"War Pick"}[/rollable], reach 5 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"War Pick","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Whip. Melee [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Whip"}[/rollable], [wprop]reach[/wprop] 10 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Whip","rollDamageType":"Slashing"}[/rollable] Slashing [rules]damage[/rules].

Simple Ranged Weapon Attacks

  • Dart. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dart"}[/rollable], [wprop]range[/wprop] 20/60 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Dart","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Light Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Crossbow"}[/rollable], [wprop]range[/wprop] 80/320 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Shortbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shortbow"}[/rollable], [wprop]range[/wprop] 80/320 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Sling. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Sling"}[/rollable], [wprop]range[/wprop] 30/120 ft. Hit: 3 [rollable](1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Sling","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules].

Martial Ranged Weapon Attacks

  • Blowgun. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Blowgun"}[/rollable], [wprop]range[/wprop] 25/100 ft. Hit: 2 (1 + 1) Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Hand Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hand Crossbow"}[/rollable], [wprop]range[/wprop] 30/120 ft. Hit: 4 [rollable](1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Hand Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Heavy Crossbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Heavy Crossbow"}[/rollable], [wprop]range[/wprop] 100/400 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Heavy Crossbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
  • Longbow. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Longbow"}[/rollable], [wprop]range[/wprop] 150/600 ft. Hit: 5 [rollable](1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longbow","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Musket. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Musket"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 7 [rollable](1d12 + 1);{"diceNotation":"1d12+1","rollType":"damage","rollAction":"Musket","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Pistol"}[/rollable], [wprop]range[/wprop] 30/90 ft. Hit: 6 [rollable](1d10 + 1);{"diceNotation":"1d10+1","rollType":"damage","rollAction":"Pistol","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Automatic Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Automatic Rifle"}[/rollable], [wprop]range[/wprop] 80/240 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Automatic Rifle","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Hunting Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Hunting Rifle"}[/rollable], [wprop]range[/wprop] 80/240 ft. Hit: 12 [rollable](2d10 + 1);{"diceNotation":"2d10+1","rollType":"damage","rollAction":"Hunting Rifle","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Revolver. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Revolver"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Revolver","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules].
  • Semiautomatic Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Semiautomatic Pistol"}[/rollable], [wprop]range[/wprop] 50/150 ft. Hit: 8 [rollable](2d6 + 1);{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Semiautomatic Pistol","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Shotgun. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Shotgun"}[/rollable], [wprop]range[/wprop] 30/90 ft. Hit: 10 [rollable](2d8 + 1);{"diceNotation":"2d8+1","rollType":"damage","rollAction":"Shotgun","rollDamageType":"Piercing"}[/rollable] Piercing [rules]damage[/rules], and if the [rules]target[/rules] is Large or smaller, the WEAPONMASTER can push the [rules]target[/rules] up to 10 feet straight away from itself.
  • Antimatter Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Antimatter Rifle"}[/rollable], [wprop]range[/wprop] 120/360 ft. Hit: 28 [rollable](6d8 + 1);{"diceNotation":"6d8+1","rollType":"damage","rollAction":"Antimatter Rifle","rollDamageType":"Necrotic"}[/rollable] Necrotic [rules]damage[/rules].
  • Laser Pistol. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Laser Pistol"}[/rollable], [wprop]range[/wprop] 40/120 ft. Hit: 12 [rollable](3d6 + 1);{"diceNotation":"3d6+1","rollType":"damage","rollAction":"Laser Pistol","rollDamageType":"Radiant"}[/rollable] Radiant [rules]damage[/rules], and the WEAPONMASTER has [rules]Advantage[/rules] on the next [rules]attack roll[/rules] it makes before the end of this turn.
  • Laser Rifle. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Laser Rifle"}[/rollable], [wprop]range[/wprop] 100/300 ft. Hit: 15 [rollable](3d8 + 1);{"diceNotation":"3d8+1","rollType":"damage","rollAction":"Laser Rifle","rollDamageType":"Radiant"}[/rollable] Radiant [rules]damage[/rules].

Special Weapon Attacks

Spell Attacks

  • Arcane Burst. Melee or Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Arcane Burst"}[/rollable], reach 5 ft. or range 120 ft. Hit: 5 [rollable](1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Arcane Burst","rollDamageType":"Force"}[/rollable] Force [rules]damage[/rules].
  • Force Bolt. Ranged [rules]Attack Roll[/rules]: [rollable]+3;{"diceNotation":"1d20+3","rollType":"spell","rollAction":"Force Bolt"}[/rollable], range 90 ft. Hit: 6 [rollable](1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Force Bolt","rollDamageType":"Force"}[/rollable] Force [rules]damage[/rules].

Breath Weapons

  • Poison Breath [rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}[/rollable]. Constitution [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, each [rules]creature[/rules] in a 90-foot [rules]Cone[/rules]. Failure: 7 [rollable](2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Poison Breath","rollDamageType":"Poison"}[/rollable] Poison [rules]damage[/rules]. Success: Half [rules]damage[/rules].

Other Actions

  • Constrict. Strength [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one Medium or smaller [rules]creature[/rules] the SNAKE can see within 5 feet. Failure: 5 [rollable](2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Constrict","rollDamageType":"Bludgeoning"}[/rollable] Bludgeoning [rules]damage[/rules], and the [rules]target[/rules] has the [condition]Grappled[/condition] [rules]condition[/rules] (escape [rules]Difficulty Class;DC[/rules] 13).
  • Draining Kiss. Constitution [rules]Saving Throw[/rules]: DC 13, one [rules]creature[/rules] [condition]Charmed[/condition] by the MONSTER within 5 feet. Failure: 4 [rollable](1d8);{"diceNotation":"1d8","rollType":"damage","rollAction":"Draining Kiss","rollDamageType":"Psychic"}[/rollable] Psychic [rules]damage[/rules]. Success: Half [rules]damage[/rules]. Failure or Success: The [rules]target[/rules]'s Hit Point maximum is reduced by an amount equal to the [rules]damage[/rules] taken.
  • Enthralling Panache. Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] the MONSTER can see within 30 feet. Failure: The [rules]target[/rules] has the [condition]Charmed[/condition] [rules]condition[/rules] until the start of the MONSTER's next turn.
  • Heart Sight. Charisma [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 5 feet the FEY can see. Celestials, Fiends, and Undead automatically fail the [rules]Saving Throw;save[/rules]. Failure: The FEY knows the [rules]target[/rules]'s emotions and [rules]alignment[/rules].
  • Invisibility. The MONSTER [action]Magic;casts[/action] [spells]Invisibility[/spells] on itself, requiring no spell components and using Charisma as the spellcasting ability.
  • Prowl. The MONSTER moves up to half its [rules]Speed[/rules] without provoking an [action]Opportunity Attack[/action] action. At the end of this movement, the MONSTER can take the [action]Hide[/action] action.
  • Roar. Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 15 feet. Failure: The [rules]target[/rules] has the [condition]Frightened[/condition] [rules]condition[/rules] until the start of the MONSTER's next turn.
  • Scare (1[rules]Per Day;/Day[/rules]). Wisdom [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 20 feet. Failure: The [rules]target[/rules] has the [condition]Frightened[/condition] [rules]condition[/rules]. At the end of each of its turns, the [rules]target[/rules] repeats the [rules]Saving Throw;save[/rules], ending the effect on itself on a success. After 1 minute, it succeeds automatically.
  • Slow [rollable](Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Slow"}[/rollable]. The MONSTER [action]Magic;casts[/action] [spells]Slow[/spells] (spell [rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13), requiring no spell components and using Constitution as the spellcasting ability.
  • Shape-Shifting. The DEMON [rules]Shape-Shifting;shape-shifts[/rules] to resemble a [monsters]Bat[/monsters] ([rules]Speed[/rules] 10 ft., [rules]Fly Speed;Fly[/rules] 40 ft.), a centipede (40 ft., [rules]Climb Speed;Climb[/rules] 40 ft.), or a toad (40 ft., [rules]Swim Speed;Swim[/rules] 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its [rules]Speed[/rules]. Any equipment it's wearing or carrying isn't transformed.
  • Shape-Shifting. The DEVIL [rules]Shape-Shifting;shape-shifts[/rules] to resemble a [monsters]Rat[/monsters] ([rules]Speed[/rules] 20 ft.), a [monsters]Raven[/monsters] (20 ft., [rules]Fly Speed;Fly[/rules] 60 ft.), or a [monsters]Spider[/monsters] (20 ft., [rules]Climb Speed;Climb[/rules] 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its [rules]Speed[/rules]. Any equipment it's wearing or carrying isn't transformed.

Spellcasting

  • Spellcasting. The MONSTER [action]Magic;casts[/action] one of the following [rules]Spell;spells[/rules], using ABILITY as the spellcasting ability ([rules]spell[/rules] [rules]Saving Throw;save[/rules] [rules]Difficulty Class;DC[/rules] 13):
    At Will: [spells]Mage Hand[/spells], [spells]Ray of Sickness[/spells] (level 2 version)
    2[rules]Per Day;/Day[/rules] Each: [spells]Fog Cloud[/spells], [spells]Grease[/spells]
    1[rules]Per Day;/Day[/rules]: [spells]Vitriolic Sphere[/spells]

Bonus Actions

  • Trample. Dexterity [rules]Saving Throw[/rules]: [rules]Difficulty Class;DC[/rules] 13, one [rules]creature[/rules] within 5 feet that has the [condition]Prone[/condition] [rules]condition[/rules]. Failure: 17 (2d10 + 6) Bludgeoning [rules]damage[/rules]. Success: Half [rules]damage[/rules].
  • Bubble Dash. While underwater, the SEAHORSE moves up to half its [rules]Swim Speed[/rules] without provoking an [action]Opportunity Attack[/action] action.
  • Teleport [rollable](Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Teleport"}[/rollable]. The MONSTER [rules]Teleportation;teleports[/rules] up to 40 feet to an [rules]Unoccupied Space[/rules] it can see.
  • Leap. The MONSTER can [rules]Jumping;jump[/rules] up to 30 feet by spending 10 feet of movement.

Reactions

  • Ink Cloud (1[rules]Per Day;/Day[/rules]). Trigger: A [rules]creature[/rules] ends its turn within 5 feet of the OCTOPUS while underwater. Response: The OCTOPUS releases ink that fills a 5-foot [rules]Cube[/rules] centered on itself, and the OCTOPUS moves up to its [rules]Swim Speed[/rules]. The [rules]Cube[/rules] is [rules]Heavily Obscured[/rules] for 1 minute or until a strong current or similar effect disperses the ink.
  • Burst of Ingenuity (2[rules]Per Day;/Day[/rules]). Trigger: The SPHINX or another [rules]creature[/rules] within 30 feet makes an [rules]ability check[/rules] or a [rules]saving throw[/rules]. Response: The SPHINX adds 2 to the [rules]D20 Test;roll[/rules].
  • Shield (2[rules]Per Day;/Day[/rules]). The MONSTER [action]Magic;casts[/action] [spells]Shield[/spells] in response to that [rules]Spell[/rules]'s trigger, using the same spellcasting ability in Spellcasting.
  • Counterspell (1[rules]Per Day;/Day[/rules]). The MONSTER [action]Magic;casts[/action] [spells]Counterspell[/spells] in response to that [rules]Spell[/rules]'s trigger, using the same spellcasting ability in Spellcasting.