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Merge pull request #18 from jmettraux/patch20210102
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Add one missing monster and one missing spell
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OldManUmby authored Sep 25, 2021
2 parents a2043e2 + a126ad8 commit a51d39b
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2 changes: 1 addition & 1 deletion 04.personalization.md
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# PERSONILIZATION
# PERSONALIZATION

# Alignment

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25 changes: 21 additions & 4 deletions 10.spells.md
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#### Cantrips (0 Level)

- Driudcraft
- Druidcraft
- Guidance
- Mending
- Poison Spray
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- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum

#### Guardian of Faith

*4th-level conjuration*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V

**Duration:** 8 hours

A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage.


#### Guards and Wards

*6th-level abjuration*
Expand Down Expand Up @@ -4120,7 +4137,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

#### Hunters Mark
#### Hunter's Mark

*1st-­level divination*

Expand All @@ -4132,7 +4149,7 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r

**Duration:** Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

***At Higher Levels***. When you cast this spell using a  spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Expand Down Expand Up @@ -7054,4 +7071,4 @@ You must designate a sanctuary by casting this spell within a location, such as

You create a magical zone that guards against deception in a 15-foot radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
69 changes: 62 additions & 7 deletions 13.monsters.md
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Expand Up @@ -2096,7 +2096,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o

#### Adult Black Dragon

Huge dragon, chaotic evil
*Huge dragon, chaotic evil*

**Armor Class** 19 (natural armor)

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### Green Dragon

#### Ancient Green Dragon

*Gargantuan dragon, lawful evil*

**Armor Class** 21 (natural armor)

**Hit Points** 385 (22d20 + 154)

**Speed** 40 ft., fly 80 ft., swim 40 ft.

| STR | DEX | CON | INT | WIS | CHA |
|---------|---------|---------|---------|---------|---------|
| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) |

**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11

**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8

**Damage Immunities** poison

**Condition Immunities** poisoned

**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27

**Languages** Common, Draconic

**Challenge** 22 (41,000 XP)

***Amphibious***. The dragon can breathe air and water.

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

***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.

***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage.

***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.

***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

###### Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

**Detect**. The dragon makes a Wisdom (Perception) check.

**Tail Attack**. The dragon makes a tail attack.

**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


#### Adult Green Dragon

*Huge dragon, lawful evil*
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|---------|--------|---------|--------|---------|---------|
| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) |

Saving Throws Wis +2
**Saving Throws** Wis +2

**Damage Vulnerabilities** fire

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|---------|---------|---------|--------|---------|--------|
| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) |

Saving Throws Con +7
**Saving Throws** Con +7

**Senses** darkvision 120 ft., passive Perception 11

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***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail.

***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.

Expand Down Expand Up @@ -8479,7 +8534,7 @@ A humanoid slain by this attack rises 24 hours later as a zombie under the wight
|---------|--------|---------|--------|--------|--------|
| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |

Saving Throws Wis +0
**Saving Throws** Wis +0

**Damage Immunities** poison

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|---------|--------|---------|--------|--------|--------|
| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |

Saving Throws Wis +0
**Saving Throws** Wis +0

**Damage Immunities** poison

Expand All @@ -8527,4 +8582,4 @@ Saving Throws Wis +0

###### Actions

***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
4 changes: 2 additions & 2 deletions 15.npcs.md
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Expand Up @@ -163,7 +163,7 @@ Trained in the use of poison, **assassins** are remorseless killers who work for

***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.

***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.

**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.

Expand Down Expand Up @@ -753,4 +753,4 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi

***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.

**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.

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