add neurovores, for no particular reason...
update to v0.22.0
This commit is contained in:
4
src/assets/fragments/bestiary/neurovores/base-info.md
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src/assets/fragments/bestiary/neurovores/base-info.md
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- Can levitate vertically at 20' / round.
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- Can read thoughts of any creatures within 90'.
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- Blocked by thin layer of lead or 2'+ rock.
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- Has advantage on all saves vs magic, and all saves vs psionic / mental powers.
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src/assets/fragments/bestiary/neurovores/brain-grab.md
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src/assets/fragments/bestiary/neurovores/brain-grab.md
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### Brain Grab
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On a critical hit while attacking with a tentacle, it latches onto the target, preventing their escape and extracting (and devouring) the their brain in 1d4 rounds.
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### Psionic Powers
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Each of the following may be used up to 3 times per day.
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- **Control**: Target within 30' must **Save vs Paralyze** or come under the mental control of the neurovore for 1d6 rounds.
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- Target gets additional save to break the control when forced to commit acts that are against their alignment or self-destructive.
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- **Blast**: All targets in 60' cone (5’ wide at the mouth, 20’ wide at far end) must **Save vs Paralyze** or be paralyzed for 1d12 minutes.
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- **Bolt**: Target within 60' must **Save vs Spells** or take 3d6 damage.
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@@ -1,100 +1,13 @@
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- Typically found in ruins, tombs, and deserted areas.
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- Immune to damage from non-magical weapons.
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- Regenerates 3 hp at the start of each round until destroyed.
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- At 0 hp, changes into cloud of mist and flees to coffin.
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!!!include(./vampires/base-info.md)!!!
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- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
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!!!include(./vampires/bestial-minions.md)!!!
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- Cannot rest in a blessed coffin.
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!!!include(./vampires/charming-gaze.md)!!!
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### Bestial Minions
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!!!include(./vampires/energy-drain.md)!!!
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Can summon creatures from the surrounding area.
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- Takes 1 round to activate.
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- Can summon the following types and quantities of animals:
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- 1d10 x 10 [rats](/bestiary/rats/rat.html),
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- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
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- 1d10 x 10 [bats](/bestiary/bats/bat.html),
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- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
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- 3d6 [wolves](/bestiary/wolves/wolf.html), or
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- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).
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### Charming Gaze
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Target in sight must **Save vs Spells** at -2 to resist charm.
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- A charmed creature:
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- must move towards the vampire (resisting anyone who tries to prevent it),
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- must defend the vampire,
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- must obey the vampire's commands (as long as they are understood),
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- can't cast spells or use magic items,
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- is unable to harm the vampire.
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- Charm breaks when the vampire dies.
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### Energy Drain
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Damage inflicted by this attack reduces the target's maximum HP.
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- A humanoid killed by this ability becomes a vampire in 3 days.
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- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
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### Shapeshift
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Can change into other forms at will.
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- Each change takes 1 round.
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- Can take humanoid form, or form listed below.
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- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
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#### Dire Wolf
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 50' |
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| **Attacks** | 1 (+6) @ bite (2d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Giant Bat
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 10' / 60' flying |
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| **Attacks** | 1 (+6) @ bite (1d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Cloud of Mist
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 60' flying |
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| **Attacks** | None |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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- Immune to all weapons while in this form.
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- Unable to attack while in this form.
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!!!include(./vampires/shapeshift.md)!!!
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!!!include(./undead.md)!!!
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### Weaknesses
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- Repelled by odor of garlic, must **Save vs Death** each round to attack.
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- Unable to come within 10' of a wielded holy symbol.
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- May attack wielder from another angle, if possible.
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- Unable to cross running water except via a bridge or while carried inside coffin.
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- Does not cast a reflection.
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- Tends to avoid mirrors.
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- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
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- May be permanently killed by:
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- a stake in the heart,
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- being immersed in water for 1 turn,
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- being reduced to 0 hp without an available coffin nearby.
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!!!include(./vampires/weaknesses.md)!!!
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5
src/assets/fragments/bestiary/vampires/base-info.md
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src/assets/fragments/bestiary/vampires/base-info.md
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- Typically found in ruins, tombs, and deserted areas.
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- Immune to damage from non-magical weapons.
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- Regenerates 3 hp at the start of each round until destroyed.
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- At 0 hp, changes into cloud of mist and flees to coffin.
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- Can walk along vertical surfaces and upside down across ceilings without using hands at normal movement speed.
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src/assets/fragments/bestiary/vampires/bestial-minions.md
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src/assets/fragments/bestiary/vampires/bestial-minions.md
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### Bestial Minions
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Can summon creatures from the surrounding area.
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- Takes 1 round to activate.
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- Can summon the following types and quantities of animals:
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- 1d10 x 10 [rats](/bestiary/rats/rat.html),
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- 5d4 [giant rats](/bestiary/rats/giant-rat.html),
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- 1d10 x 10 [bats](/bestiary/bats/bat.html),
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- 3d6 [giant bats](/bestiary/bats/giant-bat.html),
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- 3d6 [wolves](/bestiary/wolves/wolf.html), or
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- 2d4 [dire wolves](/bestiary/wolves/dire-wolf.html).
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11
src/assets/fragments/bestiary/vampires/charming-gaze.md
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src/assets/fragments/bestiary/vampires/charming-gaze.md
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### Charming Gaze
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Target in sight must **Save vs Spells** at -2 to resist charm.
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- A charmed creature:
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- must move towards the vampire (resisting anyone who tries to prevent it),
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- must defend the vampire,
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- must obey the vampire's commands (as long as they are understood),
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- can't cast spells or use magic items,
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- is unable to harm the vampire.
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- Charm breaks when the vampire dies.
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6
src/assets/fragments/bestiary/vampires/energy-drain.md
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src/assets/fragments/bestiary/vampires/energy-drain.md
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### Energy Drain
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Damage inflicted by this attack reduces the target's maximum HP.
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- A humanoid killed by this ability becomes a vampire in 3 days.
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- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
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src/assets/fragments/bestiary/vampires/shapeshift.md
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src/assets/fragments/bestiary/vampires/shapeshift.md
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### Shapeshift
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Can change into other forms at will.
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- Each change takes 1 round.
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- Can take humanoid form, or form listed below.
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- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
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#### Dire Wolf
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 50' |
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| **Attacks** | 1 (+6) @ bite (2d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Giant Bat
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 10' / 60' flying |
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| **Attacks** | 1 (+6) @ bite (1d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Cloud of Mist
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 60' flying |
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| **Attacks** | None |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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- Immune to all weapons while in this form.
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- Unable to attack while in this form.
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src/assets/fragments/bestiary/vampires/weaknesses.md
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src/assets/fragments/bestiary/vampires/weaknesses.md
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### Weaknesses
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- Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
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- Cannot rest in a blessed coffin.
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- Repelled by odor of garlic, must **Save vs Death** each round to attack.
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- Unable to come within 10' of a wielded holy symbol.
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- May attack wielder from another angle, if possible.
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- Unable to cross running water except via a bridge or while carried inside coffin.
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- Unable to enter a private residence without being invited.
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- Does not cast a reflection or shadow.
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- Tends to avoid mirrors.
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- Partly blinded by light from [Continual Light](/spells/continual-light.html) spell (-4 to attack).
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- Burned by holy water (1d6+1 damage per vial).
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- May be permanently killed by:
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- a stake in the heart,
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- being immersed in water for 1 turn, or
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- being reduced to 0 hp without an available coffin nearby (mist dissipates after 12 turns).
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