pre-game updates

This commit is contained in:
Eric Woodward 2024-11-10 22:45:09 -05:00
parent b1aa10ec09
commit 854049ba41
42 changed files with 822 additions and 154 deletions

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@ -1,4 +1,4 @@
Bite victim must **Save vs Paralyze** or fall unconscious for 1d10 rounds. Bite victim must **Save vs Paralyze** or fall [unconscious](/rules/adventuring.html#unconscious) for 1d10 rounds.
### Drain Blood ### Drain Blood

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@ -2,4 +2,4 @@
- Immune to effects that target or modify sight. - Immune to effects that target or modify sight.
- May be impaired by excessive noise. - May be impaired by excessive noise.
- May be blinded by magically-induced silence. - May be [blinded](/rules/adventuring.html#blinded) by magically-induced silence.

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@ -0,0 +1,4 @@
- Bite has 5% (1-in-20) chance of infecting victim (**Save vs Poison** to avoid).
- Disease has 25% (1-in-4) chance of killing victim in 1d6 days, otherwise they are poisoned for 1 month.
- Will flee from fire, unless summoned and forced to fight.
- Excels at swimming, may attack without penalty.

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@ -1,6 +1,6 @@
- Typically found in ruins, tombs, and deserted areas. - Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons. - Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round (while alive). - Regenerates 3 hp at the start of each round until destroyed.
- At 0 hp, changes into cloud of mist and flees to coffin. - At 0 hp, changes into cloud of mist and flees to coffin.
- **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). - **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).
@ -45,6 +45,7 @@ Can change into other forms at will.
- Each change takes 1 round. - Each change takes 1 round.
- Can take humanoid form, or form listed below. - Can take humanoid form, or form listed below.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Dire Wolf #### Dire Wolf

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<div class="dividedTableWrapper">
| 1d20 | Color | Breath Weapon |
| :---: | :------: | :-----------------------: |
| 1 | Amethyst | 30' Line of Cold |
| 2-3 | Black | 30' Line of Acid |
| 4-5 | Blue | 30' Line of Lightning |
| 6 | Brass | 20' Cone of Sleep Gas[^1] |
| 7 | Bronze | 30' Line of Lightning |
| 8 | Copper | 30' Line of Acid |
| 9 | Emerald | 20' Cone of Acid |
| 10 | Gold | 20' Cone of Fire |
| 11-12 | Green | 10' Cloud of Chlorine Gas |
| 13 | Onyx | 10' Cloud of Chlorine Gas |
| 14-15 | Red | 20' Cone of Fire |
| 16 | Ruby | 30' Line of Fire |
| 17 | Sapphire | 20' Cone of Lightning |
| 18 | Silver | 20' Cone of Cold |
| 19-20 | White | 20' Cone of Cold |
[Dracokin Draconic Ancestry]
[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
</div>

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<div class="rulesMenu"> <div class="rulesMenu">
Version 0.15.0 / 2024-10-27 Version 0.15.1 / 2024-11-10
- [Basics](/rules/basics.html) - [Basics](/rules/basics.html)
- [Combat](/rules/combat.html) - [Combat](/rules/combat.html)

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---
title: Batikoda
description: Semi-intelligent, winged monkeys with sharp claws that live in small packs high in trees.
date_pub: 2024-11-02T23:18:03.000-04:00
section: bestiary
content_type: feature
short_code: bbtk
---
Semi-intelligent, winged monkeys with sharp claws that live in small packs high in trees.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 1d6 (3hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 30' / 50' flying |
| **Attacks** | 2 (+0) @ 1d3 (claws) |
| **Alignment** | Neutral |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 7 |
</div>
- Pack consists of 2d8 batikoda plus alpha (1d3 levels higher).
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | Damage | Morale |
| :-: | :-: | :-: | :-----: | :----: | :----: |
| 2 | 9 | 13 | +1 | 1d4 | 7 |
| 3 | 13 | 14 | +2 | 1d5 | 8 |
| 4 | 18 | 14 | +3 | 1d6 | 8 |
[Higher Level Batikoda]
</div>

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@ -37,7 +37,7 @@ Spews multiple [breath weapons](../index.html#breath-weapon) from mouth.
- Cloud of paralyzing gas. - Cloud of paralyzing gas.
- 50 long, 40 wide, 20 high. - 50 long, 40 wide, 20 high.
- All caught in area must **Save vs Blasts** or be paralyzed, unable to move for 1d4 turns. - All caught in area must **Save vs Blasts** or be [paralyzed](/rules/adventuring.html#paralyzed), unable to move for 1d4 turns.
- 80' cone of cold. - 80' cone of cold.
- 2 wide at the mouth, 30 wide at far end. - 2 wide at the mouth, 30 wide at far end.
- All caught in area take damage equal to dragon's current hit points, **Save vs Blasts** for half. - All caught in area take damage equal to dragon's current hit points, **Save vs Blasts** for half.

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---
title: Draugr Horse
description: A powerful, frozen, desiccated, undead corpse of a war horse.
date_pub: 2024-11-05T22:08:30.000-04:00
section: bestiary
content_type: feature
short_code: bdruh
---
A powerful, frozen, desiccated, undead corpse of a war horse.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 3d8 (13hp) |
| **Armor Class** | 12 |
| **Attacks** | 1 (+2) @ 2d6 (hooves) |
| **Movement** | 40' |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 10 |
| **Alignment** | Chaotic |
</div>
- When in melee, both rider and horse can attack.
- Carries 400 lbs at full speed, 800 lbs at half speed.
- Usually found in frozen regions.
- Immune to damage from cold and non-magical weapons.
- When horse or rider reaches 0 HP, shatters into ice crystals.
### Charge
Grants double damage to rider's lance.
- Can't use while in melee.
- Can't attack same round when used.
- Requires a clear run of 60' (20 yards).
!!!include(bestiary/undead.md)!!!

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---
title: Draugr King
description: A very powerful, frozen, desiccated, undead corpse which wears a crown and wields weapons of magical, life draining ice, while leading regular draugr from horseback.
date_pub: 2024-11-05T22:08:35.000-04:00
section: bestiary
content_type: feature
short_code: bdruk
---
A very powerful, frozen, desiccated, undead corpse which wears a crown and wields weapons of magical, life draining ice, while leading regular draugr from horseback.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------------------- |
| **Hit Dice** | 9d10\*\* (49hp) |
| **Armor Class** | 17 |
| **Attacks** | 2 (+8) @ 1d8 + energy drain (weapon) or fear gaze |
| **Movement** | 50' |
| **Saving Throws** | D10 W11 P12 B13 S14 (6) |
| **Morale** | 11 |
| **Alignment** | Chaotic |
</div>
- Usually found in frozen regions.
- Immune to damage from cold and non-magical weapons.
- Regenerates 2 hp at the start of each round until destroyed.
- At 0 HP, shatters into ice crystals along with its ice weapons, undead horse(s), and any draugr (including lords and horses) under its control.
### Fear Gaze
Target in sight must **Save vs Paralyze** at -2 or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if draugr king attacks them or goes out of sight.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- 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.
!!!include(bestiary/undead.md)!!!

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---
title: Draugr Lord
description: A powerful, frozen, desiccated, undead corpse which wields weapons of magical, life draining ice and lead draugr from horseback.
date_pub: 2024-11-05T22:08:35.000-04:00
section: bestiary
content_type: feature
short_code: bdru1
---
A powerful, frozen, desiccated, undead corpse which wields weapons of magical, life draining ice and lead draugr from horseback.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------ |
| **Hit Dice** | 6d10\*\* (33hp) |
| **Armor Class** | 17 |
| **Attacks** | 2 (+5) @ 1d6 + energy drain (weapon) |
| **Movement** | 50' |
| **Saving Throws** | D10 W11 P12 B13 S14 (6) |
| **Morale** | 11 |
| **Alignment** | Chaotic |
</div>
- Usually found in frozen regions.
- Immune to damage from cold and non-magical weapons.
- At 0 HP, shatters into ice crystals along with its ice weapons and horse.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- 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.
!!!include(bestiary/undead.md)!!!

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---
title: Draugr
description: A frozen, desiccated, undead corpse which wields a weapon of magical, life draining ice.
date_pub: 2024-11-05T23:58:02.000-04:00
section: bestiary
content_type: feature
short_code: bdru0
---
A frozen, desiccated, undead corpse which wields a weapon of magical, life draining ice.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------- |
| **Hit Dice** | 4d10\*\* (22hp) |
| **Armor Class** | 16 |
| **Attacks** | 1 (+3) @ 1d8 + life drain (ice weapon) |
| **Movement** | 40' |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 11 |
| **Alignment** | Chaotic |
</div>
- Usually found in frozen regions.
- Immune to damage from cold and non-magical, non-silver weapons.
- Takes half damage from silver weapons.
- At 0 HP, shatters into ice crystals along with its ice weapon.
### Life Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- 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.
!!!include(bestiary/undead.md)!!!

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@ -0,0 +1,17 @@
---
title: Draugr
description: TBD
date_pub: 2024-11-06T00:02:44.000-04:00
section: bestiary
content_type: feature
short_code: bdru
---
Frozen, desiccated, undead corpses which wield a magical weapons of pure ice that drain life from opponents.
### Subtypes
- [Draugr (Standard)](./draugr.html): Takes 1/2 damage from silver weapons.
- [Draugr, Horse](./draugr-horse.html): Undead horse ridden by the Draugr Lord and Draugr King.
- [Draugr King](./draugr-king.html): Very powerful, has fear gaze, rides horse.
- [Draugr Lord](./draugr-lord.html): Powerful, rides horse.

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@ -25,7 +25,7 @@ A monstrous, intelligent, devious, fire-breathing hound, about as big as a small
</div> </div>
- Immune to non-magical fire. - Immune to non-magical fire.
- 75% chance to detect invisible within 60' each round. - 75% chance to detect [invisible](/rules/adventuring.html#invisible) creatures within 60' each round.
- Can be found with other fire-themed creatures. - Can be found with other fire-themed creatures.
### Fire Breath ### Fire Breath

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---
title: Gargoyle
description: Semi-intelligent, often grotesque creatures that can fly and turn to stone.
date_pub: 2024-11-02T15:37:44.000-04:00
section: bestiary
content_type: feature
short_code: bga
---
Semi-intelligent, often grotesque creatures that can fly and turn to stone.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------ |
| **Hit Dice** | 4 (18hp) |
| **Armor Class** | 14 |
| **Attacks** | 2 (+3) @ 1d8 (varies based on shape) |
| **Movement** | 30' / 50' flying |
| **Saving Throws** | D8 W9 P10 B10 S12 (8) |
| **Morale** | 11 |
| **Alignment** | Any |
</div>
- Immune to damage from non-magical weapons.
- Immune to sleep and charm spells.
- Stone-like appearance, may be overlooked or mistaken for inanimate statues.
- Attack types vary based on shape (ex: claws, bite, horns).
### Autopetrify
Rather than moving, can turn from flesh to stone (or vice-versa).
- While [petrified](../rules/adventuring.html#petrified), senses are dulled (-2 to checks).
- Turns to stone upon death.
- Killer must **Save vs Paralyze** or weapon is trapped when gargoyle dies.

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@ -25,7 +25,7 @@ A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, wh
</div> </div>
- Stealth check succeeds on a roll of 1-4, due to transparency. - Stealth check succeeds on a roll of 1-4, due to transparency.
- On touch, **Save vs Paralyze** or be paralyzed for 2d4 turns. - On touch, **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 2d4 turns.
- Immune to cold and lightning. - Immune to cold and lightning.
- Contains various items that can't be digested. - Contains various items that can't be digested.

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@ -24,7 +24,7 @@ A grisly, bestial, undead humanoid with an appetite for human flesh.
</div> </div>
- On a claw or bite, victim must **Save vs Paralyze** or be paralyzed for 2d4 turns. - On a claw or bite, victim must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 2d4 turns.
- Doesn't affect elves or HD5+ creatures. - Doesn't affect elves or HD5+ creatures.
- Once a target is paralyzed, ghouls will shift attacks to others. - Once a target is paralyzed, ghouls will shift attacks to others.

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@ -13,14 +13,17 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination. - [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [Baboon](./baboon.html): Semi-intelligent, terrestrial monkeys that live in small packs (led by an alpha) and communicate via screams and shrieks. - [Baboon](./baboon.html): Semi-intelligent, terrestrial monkeys that live in small packs (led by an alpha) and communicate via screams and shrieks.
- [Bat](./bats/): Nocturnal flying mammal which often roosts in caves and comes in multiple varieties / sizes. - [Bat](./bats/): Nocturnal flying mammal which often roosts in caves and comes in multiple varieties / sizes.
- [Batikoda](./batikoda.html): Semi-intelligent, winged monkeys with sharp claws that live in small packs high in trees.
- [Bugbear](./bugbear.html): Large, hairy goblin-like creatures capable of sneaking up on prey. - [Bugbear](./bugbear.html): Large, hairy goblin-like creatures capable of sneaking up on prey.
- [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity. - [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity.
- [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.). - [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
- [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew. - [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
- [Dinosaur](./dinosaurs/): Any of a number of bird-like lizards, often found on "lost world" planes (or dreaded jungle islands). - [Dinosaur](./dinosaurs/): Any of a number of bird-like lizards, often found on "lost world" planes (or dreaded jungle islands).
- [Dragon](./dragons/): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths. - [Dragon](./dragons/): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths.
- [Draugr](./draugr/): A frozen, desiccated, undead corpse which wields weapons of magical, energy draining ice.
- [Fighter](./fighter.html): Someone who earns their keep via combat. - [Fighter](./fighter.html): Someone who earns their keep via combat.
- [Flamehound](./flamehound.html): A monstrous, intelligent, devious, fire-breathing hound, about as big as a small pony, who loves heat and often dwells near a volcano. - [Flamehound](./flamehound.html): A monstrous, intelligent, devious, fire-breathing hound, about as big as a small pony, who loves heat and often dwells near a volcano.
- [Gargoyle](./gargoyle.html): Semi-intelligent, often grotesque creatures that can fly and turn to stone.
- [Gelatinous Cube](./gelatinous-cube.html): A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, which absorbs meat and living creatures as it moves (slowly) through dungeons. - [Gelatinous Cube](./gelatinous-cube.html): A solitary, transparent, jelly-like creature, typically shaped as a 10' cube, which absorbs meat and living creatures as it moves (slowly) through dungeons.
- [Ghroudrru](./ghroudrru.html): A water-dwelling creature, 5' in diameter, with a gaping, tooth-filled maw which emerges from a hard calcareous hemisphere-shaped shell. - [Ghroudrru](./ghroudrru.html): A water-dwelling creature, 5' in diameter, with a gaping, tooth-filled maw which emerges from a hard calcareous hemisphere-shaped shell.
- [Ghoul](./ghoul.html): A grisly, bestial, undead humanoid with an appetite for human flesh. - [Ghoul](./ghoul.html): A grisly, bestial, undead humanoid with an appetite for human flesh.
@ -38,18 +41,19 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl. - [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity. - [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
- [Pirate](./pirate.html): A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew. - [Pirate](./pirate.html): A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
- [Priest](./priest.html): A holy (or unholy) divine magic user on a mission for their deity. - [Priest](./priest.html): Holy (or unholy) divine magic user on a mission for their deity.
- [Raknitaur](./raknitaur.html): A highly intelligent, thoroughly evil magic user with a humanoid upper body attached to the legs and body of a giant spider, poisonous fangs, and a dozen eyes. - [Raknitaur](./raknitaur.html): Highly intelligent, thoroughly evil magic user with a humanoid upper body attached to the legs and body of a giant spider, poisonous fangs, and a dozen eyes.
- [Ravager Slime](./ravager-slime.html): A 2-3" long silver ooze-like creature, part of a colony of tens-of-thousands of similar beings, which serve as both a repair and defense system for the Ravager and its lair. - [Ravager Slime](./ravager-slime.html): Silver ooze-like creature, 2-3" long and part of a colony of tens-of-thousands of similar beings, which serve as both a repair and defense system for the Ravager and its lair.
- [Shrulk](./shrulk.html): An intelligent, carnivorous, plantlike creature, often mistaken for a dead shrub, which grows up to 6' tall, has spongy roots roots, thorny branches, blood for sap, and the ability to twist its branches to form a humanoid body. - [Shrulk](./shrulk.html): An intelligent, carnivorous, plantlike creature, often mistaken for a dead shrub, which grows up to 6' tall, has spongy roots roots, thorny branches, blood for sap, and the ability to twist its branches to form a humanoid body.
- [Thief](./thief.html): Someone skilled at stealing things. - [Thief](./thief.html): Someone skilled at stealing things.
- [Treant](./treant.html): An intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area. - [Treant](./treant.html): Intelligent, plantlike humanoid, often mistaken for a tree, which grows up to 25' tall, and is usually only concerned with protecting and preserving the trees and plants in their home area.
- [Treulk](./treulk.html): An intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap. - [Treulk](./treulk.html): Intelligent, carnivorous, plantlike humanoid, often mistaken for a dead tree, which grows up to 25' tall, has spongy roots roots and bark, thorny branches, and blood for sap.
- [Vampire](./vampires/): Undead creature that survives by drinking the blood of others. - [Vampire](./vampires/): Undead creature that survives by drinking the blood of others.
- [Warp Cat](./warp-cat.html): A black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder. - [Warp Cat](./warp-cat.html): Black, human-sized, panther-like creature, native to the astral plane, with six legs and a razor-sharp tentacle growing from each front shoulder.
- [Werebeast](./werebeasts/): A humanoid infected by therianthropy, cursed to shapeshift into an animal form. - [Werebeast](./werebeasts/): Humanoid infected by therianthropy, cursed to shapeshift into an animal form.
- [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips. - [Watcher](./watcher.html): Single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips.
- [Wight](./wight.html): A humanoid corpse possessed by a malevolent spirit. - [Wight](./wight.html): Humanoid corpse possessed by a malevolent spirit.
- [Wizard](./wizard.html): Magic user, often in robes, who memorizes spells from their spellbooks.
- [Wraith](./wraith.html): Ethereal undead that appears as a pale, humanoid shape of gathered mist. - [Wraith](./wraith.html): Ethereal undead that appears as a pale, humanoid shape of gathered mist.
- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks. - [Wyrmette](./wyrmette.html): Miniature dragon with fine scales, sharp horns, tiny pointed teeth, and a breath weapon.
- [Zombie](./zombie.html): A decaying undead corpse. - [Zombie](./zombie.html): Decaying undead corpse.

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@ -8,24 +8,24 @@ short_code: biu
status: hidden status: hidden
--- ---
A wormlike creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and 2 whip-like tentacles, which makes its home in tubes in certain dark waters. An intelligent, squid-like creature with pale, gray skin, a gaping mouth filled with rows of sharp teeth, and up to a dozen whip-like tentacles, which live in shells that can attach to walls, and lurk in dark waters.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | --------------------------------------------------- | | ----------------- | ----------------------------------------------------------- |
| **Hit Dice** | 6\* (27hp) | | **Hit Dice** | 6\* (27hp) |
| **Armor Class** | 17 (natural) | | **Armor Class** | 17 (natural) |
| **Attacks** | 2 (+5) @ 1d6 (tentacle), 1 @ 1d4+1 + disease (bite) | | **Attacks** | 2 (+5) @ 1d6 (tentacle cluster), 1 @ 1d4+1 + disease (bite) |
| **Movement** | 40' | | **Movement** | 40' |
| **Saving Throws** | D12 W13 P14 B15 S16 (2) | | **Saving Throws** | D12 W13 P14 B15 S16 (2) |
| **Morale** | 9 | | **Morale** | 9 |
| **Alignment** | Neutral | | **Alignment** | Neutral |
| **XP** | 500 | | **XP** | 500 |
</div> </div>
- On a bite, victim must **Save vs Poison** or contract a fatal disease which will kill them in 1d12 days. - On a bite, victim must **Save vs Poison** or contract a fatal disease which will kill them in 1d12 days (becoming [poisoned](/rules/adventuring.html#poisoned) half-way through).
- -2 to attack rolls and -1 to AC when in bright light - -2 to attack rolls and -1 to AC when in bright light
- Able to communicate telepathically with any sentient creature. - Able to communicate telepathically with any sentient creature.

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@ -4,13 +4,11 @@ description: The mimic creature for OSR gaming.
date_pub: 2023-07-25T11:13:00-04:00 date_pub: 2023-07-25T11:13:00-04:00
section: bestiary section: bestiary
content_type: feature content_type: feature
short_code: bm1m short_code: mimic
--- ---
A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors). A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
- May range in size and power from 3-9 HD when mature.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
@ -25,7 +23,14 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
</div> </div>
**Glue** - May range in size and power from 3-9 HD when mature.
- At 3-8HD, 5% chance per HD to be intelligent.
- Immune to acid attacks.
- Not affected by molds, slimes, or puddings.
- -2 to attack rolls and -1 to AC in bright light (ex: magic light or `daylight).
- Can shift form to take on appearance of any wooden or stone object.
### Glue
- Affects any creature or item that touches the mimic. - Affects any creature or item that touches the mimic.
- Affected creatures may use a [Combat Action](/rules/combat.html#combat-procedure) to attempt to break free with by making a successful STR check at -2. - Affected creatures may use a [Combat Action](/rules/combat.html#combat-procedure) to attempt to break free with by making a successful STR check at -2.
@ -33,17 +38,6 @@ A shape-shifter that can assume the form of inanimate objects (ex: chests, statu
- Solvents (ex: alcohol) weaken glue, allowing automatic escape after 3 rounds. - Solvents (ex: alcohol) weaken glue, allowing automatic escape after 3 rounds.
- Naturally dissolves 5 rounds after mimic dies. - Naturally dissolves 5 rounds after mimic dies.
**Immunities**
- Immune to acid attacks
- Not affected by molds, slimes, or puddings.
**Intelligence**: 5% chance per HD to be intelligent
**Light Sensitivity**: -2 to attack rolls and -1 to AC in bright light (ex: magic light or `daylight).
**Mimicry**: Can shift form to take on appearance of any wooden or stone object.
#### Other Sizes / Power Options #### Other Sizes / Power Options
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">

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@ -0,0 +1,109 @@
---
title: Mummy Lord
description: The mummy creature for OSR gaming.
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
content_type: feature
short_code: bmm1
---
A powerful, preserved, undead humanoid, often found wrapped in funerary bandages.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------ |
| **Hit Dice** | 10\*\* (45 hp) |
| **Armor Class** | 17 |
| **Movement** | 40' |
| **Attacks** | 1 (+8) @ rot (touch, 2d10 + disease) |
| **Alignment** | Chaotic |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 |
</div>
- Typically found haunting ruins and tombs.
- Anyone seeing a mummy lord must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if mummy lord attacks them or goes out of sight.
- Immune to all damage except fire or magic.
- Any damage taken is reduced by 50%.
- Gains advantage on saves vs spells and other magical effects.
- When destroyed, if heart remains intact, will reform body (with full HP) 1d4 days later.
### Spellcasting
- Can cast spells as a 10th level [priest](/classes/priest/).
!!!include(bestiary/undead.md)!!
### Disease
Anyone touched by a mummy must **Save vs Poison** or contract a rotting disease.
- Must save after each touch (unless infected).
- While infected:
- Can't regain hit points,
- Loses 1 HD every day.
- If HD drops to 0, victim dies and turns to dust.
- Healing occurs at 10% normal rate.
- Disease can only be removed by magic (ex: Cure Disease spell)
### Shapeshift
Can change into Cloud of Sand at will.
- Each change takes 1 round.
- Can take humanoid form or Cloud of Sand.
- Clothes and equipment carried remain in possession but inaccessible while in non-humanoid form.
#### Cloud of Sand
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 12 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
- Any creature that becomes adjacent to this form must **Save vs Blasts** or be [blinded] until for one combat round (their next attack).
<!--
```
Rotting Fist 1d20 + 9 3d6+4+6d6
Spells: Sacred Flame, Thaumaturgy, Command, Guiding Bolt, Shield Of Faith, Hold Person, Silence, Spiritual Weapon, Animate Dead, Dispel Magic, Divination, Guardian Of Faith, Contagion, Insect Plague, Harm
Magic Resistance: The mummy lord has advantage on saving throws against spells and other magical effects.
Rejuvenation: A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
Spellcasting: The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Multiattack: The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
Rotting Fist: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare: The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.'
Legendary Actions
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Attack: The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
Blinding Dust: Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions): The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
Channel Negative Energy (Costs 2 Actions): The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions): The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
```
-->

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@ -25,8 +25,8 @@ A preserved, undead humanoid, often found wrapped in funerary bandages.
</div> </div>
- Typically found haunting ruins and tombs. - Typically found haunting ruins and tombs.
- Anyone seeing a mummy must **Save vs Paralyze** or be paralyzed with terror. - Anyone seeing a mummy must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if mummy attacks or goes out of sight. - Paralysis is broken if mummy attacks them or goes out of sight.
- Immune to all damage except fire or magic. - Immune to all damage except fire or magic.
- Any damage taken is reduced by 50%. - Any damage taken is reduced by 50%.

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@ -19,17 +19,20 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
### Bugbear ### Bugbear
- +2 to saves vs poison, spells, and wielded items. - +2 to saves vs poison, spells, and wielded items.
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- Can wield any two-handed melee weapon with only one hand. - Can wield any two-handed melee weapon with only one hand.
### Dracokin ### Dracokin
- Determine [draconic ancestry](/races/dracokin.html#draconic-ancestry) and breath weapon - Draconic ancestry
- Breath Weapon: All creatures in area must Save vs Blasts and take damage equal to 1/2 of the dracokin's current hp on a fail or half-damage on a success.
- +2 to all saves vs Blasts of the same type as breath weapon. - +2 to all saves vs Blasts of the same type as breath weapon.
!!!include(races/dracokin-ancestry-table.md)!!!
### Drow ### Drow
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- -2 to attacks and -1 AC in bright light (daylight, [Continual Light](/spells/continual-light.html), etc). - -2 to attacks and -1 AC in bright light (daylight, [Continual Light](/spells/continual-light.html), etc).
- HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day. - HD 2+ can cast [Darkness](/spells/light.html#darkness) once per day.
- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day
@ -38,7 +41,7 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
- +2 to saves vs poison, spells, and wielded items. - +2 to saves vs poison, spells, and wielded items.
- +1 AC - +1 AC
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- Can't use longbows or 2-handed weapons. - Can't use longbows or 2-handed weapons.
### Elekin ### Elekin
@ -49,13 +52,13 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
### Elf ### Elf
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- HD 2+ can cast [Light](/spells/light.html) once per day. - HD 2+ can cast [Light](/spells/light.html) once per day.
- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day.
### Elfaye ### Elfaye
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day. - HD 2+ can cast [Hidden Step](/spells/hiddenlight.html) once per day.
- HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day. - HD 4+ can cast [Detect Magic](/spells/detect-magic.html) once per day.
@ -63,13 +66,13 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
- +1d2 damage on unarmed attacks from claws. - +1d2 damage on unarmed attacks from claws.
- +1 AC - +1 AC
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
### Firfolk ### Firfolk
- +2 bonus to saves vs poison, spells, and wielded items. - +2 bonus to saves vs poison, spells, and wielded items.
- Can wield any two-handed melee weapon with only one hand. - Can wield any two-handed melee weapon with only one hand.
- Can cast _glamour_ from 2nd level and _invisibility_ from 4th level (once each per day). - Can cast [glamour](/spells/glamour.html) from 2nd level and [invisibility](/spells/invisibility.html) from 4th level (once each per day).
### Giantkin ### Giantkin
@ -79,7 +82,7 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
### Gnome ### Gnome
- +2 to saves vs spells and wielded items. - +2 to saves vs spells and wielded items.
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- Can't use longbows or 2-handed weapons. - Can't use longbows or 2-handed weapons.
- 30% have burrowing mammal pet (badger, mole, etc.) - 30% have burrowing mammal pet (badger, mole, etc.)
@ -95,7 +98,7 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
### Ogre ### Ogre
- +2 to saves vs poison, spells, and wielded items. - +2 to saves vs poison, spells, and wielded items.
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- Can wield any two-handed melee weapon with only one hand. - Can wield any two-handed melee weapon with only one hand.
### Rhinokin ### Rhinokin
@ -106,13 +109,13 @@ Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are
### Stral ### Stral
- Can see heat signatures up to 60', even in total darkness. - 60' [infravision](/rules/adventuring.html#infravision)
- Each carries at least one magical weapon or item with an elemental bound to it. - Each carries at least one magical weapon or item with an elemental bound to it.
### Tortokin ### Tortokin
- +1d2 damage on unarmed attacks from claws. - +1d2 damage on unarmed attacks from claws.
- Determine AC: - AC based on HD / Level:
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">

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@ -59,4 +59,5 @@ A large oyster, big enough to swallow a humanoid, often found with a pearl insid
| 20 | Large | Purple | 5000 | | 20 | Large | Purple | 5000 |
- Pearl may be picked like a pocket (15% base chance for those without the skill). - Pearl may be picked like a pocket (15% base chance for those without the skill).
- On fail, oyster closes - roll for attack against PC, on hit, character is trapped inside - On fail, oyster closes - roll for attack against would-be picker.
- On hit, failed picker is trapped inside.

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@ -26,16 +26,16 @@ A highly intelligent, thoroughly evil magic user with a humanoid upper body atta
### Bite ### Bite
- When bit, victim must **Save vs Poison** at -2 or be paralyzed for 1d2 turns. - When bit, victim must **Save vs Poison** at -2 or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d2 turns.
- On round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up (on monsters initiative) and attack nearest ally at -2. - One round after being bit and paralyzed, victim must **Save vs Paralyze** or get back up (on monsters initiative) and attack nearest ally at -2.
- Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts. - Victim gets new save attempt each round, with a successful save rendering them immobile until the paralysis lifts.
- This continues for the duration unless the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies. - This continues for the duration unless the Raknitaur wills the attack to stop, the target dies, or the Raknitaur dies.
- 20% chance to be accompanied by 1d8 dessicated zombies. - 20% chance to be accompanied by 1d8 desiccated zombies.
- 10% chance to be protecting 3d8 eggs while accompanied by 1d8 dessicated zombies. - 10% chance to be protecting 3d8 eggs while accompanied by 1d8 desiccated zombies.
### Web ### Web
- Web is as strong as giant spider (and just as flammable), but not as sticky. - Web is as strong as giant spider (and just as flammable), but not as sticky.
- Anyone touching web must **Save vs Paralyze** at +2 or be paralyzed for as long as they are in contact with it (and the 2 rounds after). - Anyone touching web must **Save vs Paralyze** at +2 or be [paralyzed](/rules/adventuring.html#paralyzed) for as long as they are in contact with it (and the 2 rounds after).

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@ -0,0 +1,25 @@
---
title: Rat (Dire)
description: Furry, disease-ridden rodents, 4'+ in length, with bones protruding from their brown, grey, or black fur.
date_pub: 2024-11-04T22:13:28.000-04:00
section: bestiary
subsection: rats
content_type: feature
short_code: brtd
---
Furry, disease-ridden rodents, 4'+ in length, with bones protruding from their brown, grey, or black fur.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------- |
| **Hit Dice** | 1 (5hp) |
| **Armor Class** | 13 |
| **Attacks** | 1 (+0) @ 1d6 + disease (bite) |
| **Movement** | 40' / 20' swimming |
| **Saving Throws** | D12 W133 P14 B15 S16 (1) |
| **Morale** | 8 |
| **Alignment** | Neutral |
</div>

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@ -0,0 +1,27 @@
---
title: Rat (Giant)
description: Small, furry, disease-ridden rodents, 3-4' in length, with brown, grey, or black fur.
date_pub: 2024-11-04T21:55:35.000-04:00
section: bestiary
subsection: rats
content_type: feature
short_code: brtg
---
Small, furry, disease-ridden rodents, 3-4' in length, with brown, grey, or black fur.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------- |
| **Hit Dice** | 2hp |
| **Armor Class** | 12 |
| **Attacks** | 1 (+0) @ 1d3 + disease (bite) |
| **Movement** | 40' / 20' swimming |
| **Saving Throws** | D12 W133 P14 B15 S16 (1) |
| **Morale** | 8 |
| **Alignment** | Neutral |
</div>
!!!include(bestiary/rat.md)!!!

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@ -0,0 +1,18 @@
---
title: Rats
description: Various rat creatures for OSR gaming.
date_pub: 2024-11-04T22:39:30.000-04:00
section: bestiary
content_type: feature
short_code: brt
---
Furry, disease-ridden rodents with brown, grey, or black fur.
!!!include(bestiary/rat.md)!!!
### Subtypes
- [Dire Rat](./dire-rat.html): Small-to-medium sized (4'+ long), with bones protruding from their fur.
- [Giant Rat](./giant-rat.html): Small (3-4' long).
- [Rat (Standard)](./rat.html): Tiny (6"-2' long), attack in packs of 5-10.

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@ -0,0 +1,36 @@
---
title: Rat (Standard)
description: Tiny, furry, swarming, disease-ridden rodents, 6" to 2' in length, with brown, grey, or black fur.
date_pub: 2024-11-04T21:55:35.000-04:00
section: bestiary
subsection: bats
content_type: feature
short_code: brt1
---
Tiny, furry, swarming, disease-ridden rodents, 6" to 2' in length, with brown, grey, or black fur.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **Hit Dice** | 1hp |
| **Armor Class** | 10 |
| **Attacks** | 1 (+0) @ 1d6 + disease (bite as pack) |
| **Movement** | 20' / 10' swimming |
| **Saving Throws** | D14 W15 P16 B17 S18 (0) |
| **Morale** | 5 |
| **Alignment** | Neutral |
</div>
- Bite has 5% (1-in-20) chance of infecting victim (**Save vs Poison** to avoid).
- Disease has 25% (1-in-4) chance of killing victim in 1d6 days, otherwise they are poisoned for 1 month.
- Will flee from fire, unless summoned and forced to fight.
- Excels at swimming, may attack without penalty.
- Usually avoids fighting, but will attack if defending nest or summoned.
### Pack
- Groups of 510 rats attack as a pack, making a single attack against one target.
- Victims must **Save vs Death** or fall prone, unable to attack until they stand back up.

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@ -17,7 +17,7 @@ An ancient, undead creature that survives by drinking the blood of others, and c
| **Hit Dice** | 10d10\*\* (55 hp) | | **Hit Dice** | 10d10\*\* (55 hp) |
| **Armor Class** | 20 | | **Armor Class** | 20 |
| **Movement** | 40' | | **Movement** | 40' |
| **Attacks** | 1 (+9) @ energy drain (touch, 1d6+4) or charming gaze | | **Attacks** | 1 (+8) @ energy drain (touch, 1d6+4) or charming gaze |
| **Alignment** | Chaotic | | **Alignment** | Chaotic |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) | | **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 | | **Morale** | 12 |
@ -35,7 +35,7 @@ An ancient, undead creature that survives by drinking the blood of others, and c
- Can cast any known spell by shedding blood (1 hp / spell level). - Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it. - Carries a spell book (or equivalent) with known spells in it.
**Known Spells** #### Known Spells
- First level: - First level:

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@ -0,0 +1,66 @@
---
title: Wyrmette
description: A miniature dragon (about the size of a hawk or a small dog) with fine scales, sharp horns, tiny pointed teeth, and a breath weapon (determined by its color).
date_pub: 2024-11-02T23:32:42.000-04:00
section: bestiary
content_type: feature
short_code: bwyt
---
A miniature dragon (about the size of a hawk or a small dog) with fine scales, sharp horns, tiny pointed teeth, and a breath weapon (determined by its color).
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------ |
| **Hit Dice** | 2d6 (7 hp) |
| **Armor Class** | 13 (natural) |
| **Movement** | 20' / 60' flying |
| **Attacks** | 1 (+1) @ 1d4 (bite) or breath weapon |
| **Alignment** | Any |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 11 |
| **Size** | Tiny |
</div>
- Able to magically communicate simple ideas, emotions, and images telepathically with any intelligent creature within 100 feet of it.
- Has [infravision](/rules/adventuring.html#infravision) up to 60', even in total darkness.
- Can sense invisible creatures within 10'.
- Understands Common and Draconic but cant speak it.
- Has advantage on saving throws against spells and other magical effects.
### Draconic Ancestry
Choose (or roll) a type of dragon to determine breath weapon damage and area.
- +2 to all saves vs Blasts of the same type as breath weapon.
- Breath attack may be used up to once per day.
- Damage from breath attack is equal to current hit points.
- All caught in blast may **Save vs Blasts** for half damage.
<div class="dividedTableWrapper">
| 1d20 | Color | Breath Weapon |
| :---: | :------: | :-----------------------: |
| 1 | Amethyst | 20' Line of Cold |
| 2-3 | Black | 20' Line of Acid |
| 4-5 | Blue | 20' Line of Lightning |
| 6 | Brass | 10' Cone of Sleep Gas[^1] |
| 7 | Bronze | 20' Line of Lightning |
| 8 | Copper | 20' Line of Acid |
| 9 | Emerald | 10' Cone of Acid |
| 10 | Gold | 10' Cone of Fire |
| 11-12 | Green | 5' Cloud of Chlorine Gas |
| 13 | Onyx | 5' Cloud of Chlorine Gas |
| 14-15 | Red | 10' Cone of Fire |
| 16 | Ruby | 20' Line of Fire |
| 17 | Silver | 10' Cone of Cold |
| 18 | Topaz | 5' Cloud of Sleep Gas[^1] |
| 19-20 | White | 10' Cone of Cold |
[Wyrmette Draconic Ancestry]
[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
</div>

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@ -185,6 +185,8 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Crawling through the cave to a tunnel, they found the tunnel magically transported them to a cave inside the crater, near the village of Mantru. - Crawling through the cave to a tunnel, they found the tunnel magically transported them to a cave inside the crater, near the village of Mantru.
- Melfora's undead guards (the "skeleton crew") weren't able to pass through the tunnel. - Melfora's undead guards (the "skeleton crew") weren't able to pass through the tunnel.
- From their vantage point, the party could see smoke rising from the village. - From their vantage point, the party could see smoke rising from the village.
- **Raiders of the Forbidden Temple**
- 23rd day _[Fendo, 11th of Porma]_ - 23rd day _[Fendo, 11th of Porma]_
- Took a long (late) rest in the cave before heading to Mantru. - Took a long (late) rest in the cave before heading to Mantru.
- During the night, one of them saw what appeared to be a small group of 3-5 people-sized shapes flying through the air together several miles away. - During the night, one of them saw what appeared to be a small group of 3-5 people-sized shapes flying through the air together several miles away.
@ -199,7 +201,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- He named it Tom. - He named it Tom.
- Lo used Melfora's glasses to speak with the spirit of Umlatta, who provided much exposition. - Lo used Melfora's glasses to speak with the spirit of Umlatta, who provided much exposition.
- She said Esun could help defeat the old masters if properly motivated, and that their collective fates were all intertwined. - She said Esun could help defeat the old masters if properly motivated, and that their collective fates were all intertwined.
- She told Lo to touch his lajatang to the chief, and when he did, the stne carving light up brightly before disintegrating. - She told Lo to touch his lajatang to the chief, and when he did, the stone carving light up brightly before disintegrating.
- Everyone was surprised to find the chief now engraved on Lo's lajatang. - Everyone was surprised to find the chief now engraved on Lo's lajatang.
- After finding a second boat, Freki started barking, leading the party to return to shore. - After finding a second boat, Freki started barking, leading the party to return to shore.
- They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**. - They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**.
@ -220,6 +222,17 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- On the lower floor (and 5' of stagnant water), they made their way north and east, down various flooded hallways. - On the lower floor (and 5' of stagnant water), they made their way north and east, down various flooded hallways.
- Just past a rise in the floor, they were attacked by a group of ghroudrru, which swarmed on 27. - Just past a rise in the floor, they were attacked by a group of ghroudrru, which swarmed on 27.
- It took a few rounds, but the party managed to beat them, although 27 took some damage and dropped his lantern into the water (to use his Ring of Shielding). - It took a few rounds, but the party managed to beat them, although 27 took some damage and dropped his lantern into the water (to use his Ring of Shielding).
- At the end of the hall, they found a door swollen shut.
- 27 & Isling opened the door, and Toric got caught in the current rushing into the room.
- Inside the room, they found empty walls and a small altar in the middle.
- Beneath the surface of the water, Truplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl.
- The party experimented with the statuettes until Toric asked Lor'nath about them, at which point the mace seized control of Toric's arm and smashed the statuettes.
- The party headed back to the door at the other end and opened it, finding a large flooded room on the other side.
- The room turned out to be 20' deep, with stairs, an underwater exit, and giant oysters in the NW corner.
- Toric cast Light on 27, who crawled along the bottom of the room tied to a rope, while Isling flew around on the broom (taken from one of the Weavers of the Webs) holding onto the other end of the rope.
- 27 found a shell and discovered (too late) that it was part of a bizarre tentacled creature, 1 of 3 in the room who started attacking the party.
- The battle was hard fought, but towards the end, one of the creatures turned on the others.
- A voice rang out in the heads of the PCs saying "Stop! This one mean you no harm, for you are friends of the red woman."
### Links ### Links

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@ -100,7 +100,7 @@ Diamond dragon god of neutrality.
Neutral god of air and the sky. Neutral god of air and the sky.
- Epithets: King in the Air, Lord of the Four Winds. - Epithets: King in the Sky, Lord of the Four Winds.
- Symbol: Encircled symbol for the element of air. - Symbol: Encircled symbol for the element of air.
- Ruler of Aeria, the elemental plane of air. - Ruler of Aeria, the elemental plane of air.
@ -108,7 +108,7 @@ Neutral god of air and the sky.
Neutral goddess of earth. Neutral goddess of earth.
- Epithets: Queen in the Earth. - Epithets: Queen in the Ground.
- Symbol: Encircled symbol for the element of earth. - Symbol: Encircled symbol for the element of earth.
- Ruler of Terru, the elemental plane of earth. - Ruler of Terru, the elemental plane of earth.

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@ -48,7 +48,7 @@ Each gem inlaid on the shaft has a different color, and touching it activates a
Touching each of the following gems returns Zormut to its default form and triggers a Usage Die check. Touching each of the following gems returns Zormut to its default form and triggers a Usage Die check.
- Purple (Paralysis): Touched creature must **Save vs Paralyze** or be paralyzed for 1d6 + 3 turns. - Purple (Paralysis): Touched creature must **Save vs Paralyze** or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d6 + 3 turns.
- Yellow (Fear): Creatures within 60' cone (out to 30' wide end) must **Save vs Spells** or flee in terror for 1d10 + 5 rounds. - Yellow (Fear): Creatures within 60' cone (out to 30' wide end) must **Save vs Spells** or flee in terror for 1d10 + 5 rounds.
- Green (Life Drain): Touched creature must **Save vs Spells** or suffer 2d4 damage, with the wielder gaining that many hit points. - Green (Life Drain): Touched creature must **Save vs Spells** or suffer 2d4 damage, with the wielder gaining that many hit points.

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@ -16,5 +16,5 @@ short_code: m1sb
A piece of pumice with rounded edges, about the size of a human fist. A piece of pumice with rounded edges, about the size of a human fist.
- Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius. - Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius.
- All unaware creatures within the range must **Save vs Paralyze** or be blinded for 1d6 rounds. - All unaware creatures within the range must **Save vs Paralyze** or be [blinded](/rules/adventuring.html#blinded) for 1d6 rounds.
- The command word is in Or'bokk'i, and is difficult for most races to pronounce. - The command word is in Or'bokk'i, and is difficult for most races to pronounce.

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@ -13,40 +13,17 @@ short_code: uha
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check. Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
- For most checks, roll a 20-sided die (d20) **at or over** the specified Difficulty Class (DC) for that ability. For most checks, roll a 20-sided die (d20) and add the ability's modifier.
- For harder tasks, add 1-4 to the DC before the die is thrown. - The Referee may also add a situational modifier to the roll, typically between -4 and +4.
<div class="dividedTableWrapper"> Then, check the results of the roll:
| Ability<br />Score | Roll<br />Bonus | Base DC | - A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
| ^^ | ^^ | ^^ | - An 11 or higher is a success.
| :-: | :-: | :-: | - A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller.
| 18 | +3 | 6 | - A 5 or less is a failure.
| 17 | +2 | 6 | - A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller.
| 16 | +2 | 7 |
| 15 | +1 | 7 |
| 14 | +1 | 8 |
| 13 | +1 | 9 |
| 12 | +0 | 9 |
| 11 | +0 | 10 |
| 10 | +0 | 11 |
| 9 | +0 | 12 |
| 8 | -1 | 12 |
| 7 | -1 | 13 |
| 6 | -1 | 14 |
| 5 | -2 | 14 |
| 4 | -2 | 15 |
| 3 | -3 | 15 |
[Ability Check Roll Bonus and DC]
</div>
- Some results are special:
- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller.
- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
### Exploration Procedure ### Exploration Procedure
@ -58,7 +35,7 @@ The general steps to take when exploring (dungeon, wilderness, etc.)
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications). 4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. 5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
- Dungeon: 240' - Dungeon: 180'
- Wilderness: 6 miles - Wilderness: 6 miles
6. **Repeat**: Return to step 2 and repeat until the adventuring ends. 6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
@ -70,15 +47,16 @@ Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since th
1. **Encounter**: Wandering creature, social encounter, or some other random interaction. 1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc. 2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc. 3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
4. **Exhaustion**: Take a rest turn (short rest) or (additional) -1 to all rolls until you do. 4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion).
5. **Light Source**: Torches go out, lanterns go out every third time. 5+ **No Complications**
6. **No Complications**
### Conditions
#### Darkness #### Darkness
- -4 to attack when unable to see - If unable to see, treat as [blinded](#blinded).
- Candles light 10' radius - Candles light 10' radius.
- Torches / lanterns light 30' radius - Torches / lanterns light 30' radius.
#### Infravision #### Infravision
@ -112,11 +90,6 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
</div> </div>
##### Exhaustion
- Exhausted creatures attack and deal damage at -2, and get -2 to their AC.
- Exhaustion can be cleared by resting for 30 minutes (3 turns).
#### Other Hazards #### Other Hazards
- Fall damage is 1d6 / 10'. - Fall damage is 1d6 / 10'.
@ -127,13 +100,13 @@ Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noi
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes). - Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds). - For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again. - Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins **drowning**``. - The third failure indicates the creature begins [drowning](#drowning).
#### Drowning #### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage. - Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
- When a drowning creature is rescued, it becomes exhausted. - When a drowning creature is rescued, it gains 1 level of exhaustion.
- Once the exhaustion clears, the creature gains back any HP lost to drowning. - Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
#### Urban Navigation #### Urban Navigation
@ -217,9 +190,10 @@ Adventures section for the effects of darkness.
- Hilly, wooded, or desert terrain: Decrease speed by 33%. - Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%. - Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
- Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer exhaustion (-1 to all rolls). - Characters engaged in a forced march can increase their travel speed by 50%, but must rest for a full day or suffer 2 levels of [exhaustion](#exhaustion).
- Characters must rest 1 day for every 6 days traveling or suffer exhaustion (-1 to all rolls, cumulative for each additional day without rest). - Characters can travel for up to 6 days before they must rest for at least 1 full day.
- For each day beyond the 6th that they travel without resting, they gain a level of [exhaustion](#exhaustion).
**Sight** **Sight**
@ -242,7 +216,7 @@ Characters can usually see 3 miles around (in clear terrain).
- Dungeon: 2d6 x 10' - Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised). - Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. 3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. 4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
- Players decide how their characters will act. - Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly. - Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
@ -287,7 +261,7 @@ Characters can usually see 3 miles around (in clear terrain).
5. **End Turn**: Once the encounter has played out, the turn ends. 5. **End Turn**: Once the encounter has played out, the turn ends.
- Each encounter is assumed to take at least one full turn to complete. - Each encounter is assumed to take at least one full turn to complete.
- This includes time to regroup, bind wounds, clean weapons, rest, etc. - This includes time to regroup, bind wounds, clean weapons, etc.
#### Typical Actions #### Typical Actions
@ -318,6 +292,16 @@ As the adventures continue, treasure is acquired and creatures are vanquished, a
- Referees may increase the derived value arbitrarily. - Referees may increase the derived value arbitrarily.
- Once a PC acquires enough XP, they go up to the next level in their class. - Once a PC acquires enough XP, they go up to the next level in their class.
<!--
Thinking about making this either session based, adventure based, or something along those lines.
- How can I note the rules while keeping them _super vague_?
You gain 1 Advancement Point for each major challenge or obstacle you overcome.
- In practice, this amounts to somewhere between 1 point per session and 1 point per adventure.
- When you have as many Advancement Points as your current level, you gain another level.
- When you gain a level, your advancement point count resets.
-->
#### Upon Gaining a Level #### Upon Gaining a Level
When a PC increases their level, the following actions may be performed: When a PC increases their level, the following actions may be performed:
@ -329,6 +313,113 @@ When a PC increases their level, the following actions may be performed:
- If the resulting roll is higher than the ability score, increase the score by 1. - If the resulting roll is higher than the ability score, increase the score by 1.
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained. - Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
### Conditions
#### Blinded
- A blinded creature:
- cant see,
- automatically fails any ability check that requires sight, and
- only hits on a natural 20 (as a critical hit).
- +4 to attacks against a blinded creature.
### Deafened
- A deafened creature:
- cant hear, and
- automatically fails any ability check that requires hearing.
- +2 to attacks against a deafened creature.
#### Exhausted
- An exhausted creature:
- gets -1 to _all_ rolls, and
- has their AC reduced by 1 for each level of exhaustion they have.
- Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
- Gain 2 levels of exhaustion per day without a long rest.
<!--
#### Frightened
Most (unintelligent) frightened creatures will flee from the source of their fear.
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within sight.
The creature cant willingly move closer to the source of its fear.
-->
#### Invisible
- An invisible creature:
- can't be seen without magic or a special sense,
- can only be tracked by any noise it makes or tracks it leaves, and
- gets advantage on attacks.
- Attacks against an invisible creature have disadvantage.
#### Paralyzed
- A paralyzed creature:
- is unable to speak, move, attack, or take any actions; and
- automatically fails any ability check that requires movement or speech.
- Attack rolls against a paralyzed creature have advantage.
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
#### Petrified
- A petrified creature:
- is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone);
- is unable to speak, move, attack, or take any actions;
- automatically fails any ability check that requires movement or speech;
- ceases to age;
- weighs 10x their normal weight;
- only takes 1/2 damage from everything except explosives and pick-type weapons; and
- is immune to poison and disease (although a poison or disease already in its system is suspended, not neutralized).
- Attack rolls against a petrified creature have advantage.
- When attacked and the attacker fumbles, their weapon breaks.
#### Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
#### Prone
- A prone creature:
- moves at half normal speed,
- can stand up for half its normal speed (ending the condition),
- has disadvantage on attack rolls.
- When attacking a prone creature:
- melee attacks have advantage, and
- ranged attacks have disadvantage.
#### Restrained
- A restrained creature:
- can't move, and
- has disadvantage on attack rolls and ability checks that require moving.
- Attack rolls against a restrained creature have advantage.
<!--
```
Stunned
A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
```
-->
#### Unconscious
- An unconscious creature
- is unable to speak, move, attack, or take any actions;
- automatically fails any ability check that requires movement or speech; and
- is unaware of their surroundings.
- When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
- Attack rolls against an unconscious creature have advantage.
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
### Encumbrance ### Encumbrance
Characters can carry a number of "Important Items", based on their Strength (STR). Characters can carry a number of "Important Items", based on their Strength (STR).
@ -375,28 +466,29 @@ The state of a character's health is determined by their number of hit points (H
#### Dying #### Dying
- Monsters and NPCs usually die at 0 HP. - Monsters and NPCs usually die at 0 HP.
- PCs at 0 HP (or lower) make a **Saving Throw vs Death** at the end of each round of combat. - When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat.
- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed. - On a success, they can move at half rate this round.
- On fail, lose 1 HP to blood loss and try again next round. - On a fail, they lose 1 HP to blood loss and can't move this round.
- At -(level) HP (or lower), save or die. - While a PC is at 0 HP or lower:
- PCs should never die from a single bad roll, but two bad rolls is enough. - They can't attack or cast spells.
- Anyone else may make an INT check to try and stabilize them.
- A success raises them to 1 HP and restores their ability to move and fight.
- Can't be used on oneself.
- At -(level) HP (or lower), they must **Save vs Death** or die.
#### Healing #### Healing
- After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP.
- Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP. - Once per day, take a short rest (10 minutes) and eat a ration to regain 1 HD worth of HP.
- Certain potions of healing can also be used: - Drinking certain potions can restore HP:
- Drinking a healing potion restores up to 1d6+1 HP. - A potion of healing restores up to 1d6+1 HP.
- Imbibing a potion of greater healing restores up to 2d6+2 HP. - A potion of greater healing restores up to 2d6+2 HP.
- Quaffing a potion of supreme healing restores up to 3d8+3 HP. - A potion of supreme healing restores up to 3d8+3 HP.
### Knowledge ### Knowledge
**Identifying (Magic) Items**: Spellcasters get INT check. - Spellcasters may make an INT check to identify a magic item.
- Failures cannot be re-attempted until research is performed or a level is gained.
**Medical Treatment**: INT check, success stabilizes dying characters and restores their ability to move and fight.
- Can't be used on oneself.
### Languages ### Languages

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@ -25,18 +25,17 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks). Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks).
For most checks, roll a 20-sided die (d20) **at or over** a specified Difficulty Class (DC). For most checks, roll a 20-sided die (d20) and add the ability's modifier.
- For harder tasks, add 1-4 to the DC before the die is thrown. - A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
- An 11 or higher is a success.
- Some results are special: - A 6-10 represents a partial success: the check succeeds, but with a potential complication.
- A 5 or less is a failure.
- A natural 20 represents a critical success: the check automatically succeeds, and often includes a bonus for the roller. - A natural 1 means a critical failure: the check fails, and often includes an extra complication.
- A natural 1 is a critical failure: the check automatically fails, and the attempt often causes an additional complication or challenge for the roller.
### Abilities ### Abilities
Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18, and each score determines the modifier used when rolling a check for that ability.
- **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity. - **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity.

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@ -172,7 +172,7 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
[^1]: **Free Attack**: Attempt another hit with same weapon [^1]: **Free Attack**: Attempt another hit with same weapon
[^2]: **Target Fumble**: Target must roll on fumble table [^2]: **Target Fumble**: Target must roll on fumble table
[^3]: **Target Blinded**: Blood or debris blinds target for 1d4 rounds [^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed [^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
[^5]: **Target Amputation**: Target loses an appendage. [^5]: **Target Amputation**: Target loses an appendage.
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds [^6]: **Target Stunned**: Blow stuns target for 1d6 rounds

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@ -25,6 +25,6 @@ The effect of the spell depends on each target's HD, and how it compares with th
- Targets with HD less than or equal to caster are knocked unconscious for 2d4 rounds. - Targets with HD less than or equal to caster are knocked unconscious for 2d4 rounds.
- Targets with 6 HD or greater may **Save vs Spells** to avoid the effect. - Targets with 6 HD or greater may **Save vs Spells** to avoid the effect.
- Targets with HD up to 2 greater than caster may **Save vs Spells** or be blinded for 1d4 rounds. - Targets with HD up to 2 greater than caster may **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) for 1d4 rounds.
- Targets with 3 or more HD than caster may **Save vs Spells** or be paralyzed, unable to move, attack, or take any actions for one round. - Targets with 3 or more HD than caster may **Save vs Spells** or be [paralyzed](/rules/adventuring.html#paralyzed) for one round.
- Blind creatures are immune to spell's effects - Blind creatures are immune to spell's effects.

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@ -24,7 +24,7 @@ Caster may choose one of the following effects:
- **Conjure Light**: 30' radius, light is as bright as full daylight. - **Conjure Light**: 30' radius, light is as bright as full daylight.
- Vampires and similar sunlight-sensitive creatures get -4 to attack while in light. - Vampires and similar sunlight-sensitive creatures get -4 to attack while in light.
- May be cast on an object, attaching the light to it. - May be cast on an object, attaching the light to it.
- **Blind Creature**: Caster targets eyes of creature within range, targeted creature must **Save vs Spells** or be blinded by the light. - **Blind Creature**: Caster targets eyes of creature within range, targeted creature must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the light.
- Blind creatures only hit on a natural 20. - Blind creatures only hit on a natural 20.
- **Cancel Darkness**: May be used to cancel a **Continual Darkness** spell. - **Cancel Darkness**: May be used to cancel a **Continual Darkness** spell.
@ -36,5 +36,5 @@ Caster may choose one of the following effects:
- **Conjure Darkness**: Create a 30' radius area of magical darkness at target point or object. - **Conjure Darkness**: Create a 30' radius area of magical darkness at target point or object.
- Cannot be illuminated by mundane light sources. - Cannot be illuminated by mundane light sources.
- **Blind Creature**: As with **Continual Light**, except target creature is blinded by the darkness. - **Blind Creature**: As with **Continual Light**, except target creature is [blinded](/rules/adventuring.html#blinded) by the darkness.
- **Cancel Light**: May be used to cancel a **Continual Light** spell. - **Cancel Light**: May be used to cancel a **Continual Light** spell.

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@ -19,7 +19,7 @@ short_code: s1d
Conjures 15' radius of light at object or creature, bright enough to read and see, but not as bright as daylight. Conjures 15' radius of light at object or creature, bright enough to read and see, but not as bright as daylight.
- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack. - When cast on a creature's eyes, they must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the light and unable to attack.
- May also be used to dispel **Darkness** (below). - May also be used to dispel **Darkness** (below).
## Darkness ## Darkness
@ -34,5 +34,5 @@ Reversed version of **Light**.
Conjures 15' radius of magical darkness at object or creature, preventing normal sight (but not infravision). Conjures 15' radius of magical darkness at object or creature, preventing normal sight (but not infravision).
- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack. - When cast on a creature's eyes, they must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) by the darkness and unable to attack.
- May also be used to dispel **Light**. - May also be used to dispel **Light**.

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@ -35,6 +35,6 @@ Conjures a visual illusion of the caster's choice:
- Must fit in 20' cube. - Must fit in 20' cube.
- Damage inflicted is not real. - Damage inflicted is not real.
- Ex: any creature "killed" by illusion falls unconscious, any creature turned to stone is actually paralyzed, etc. - Ex: any creature "killed" by illusion falls [unconscious](/rules/adventuring.html#unconscious), any creature turned to stone is actually [paralyzed](/rules/adventuring.html#paralyzed), etc.
- Effects of "damage" last for 1d4 turns. - Effects of "damage" last for 1d4 turns.
- If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at referee's discretion). - If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at referee's discretion).