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Frog God Games; Fifth Edition Foes.json
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Frog God Games; Fifth Edition Foes.json
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{
"_meta": {
"sources": [
{
"json": "FEF 3pp",
"abbreviation": "FEF (3pp)",
"full": "Fifth Edition Foes (3pp)",
"authors": [
"Frog God Games"
],
"version": "1.0",
"url": "https://www.froggodgames.com/fifth-edition-foes",
"targetSchema": "1.3.4"
}
]
},
"monster": [
{
"name": "Blood Orchid",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 14,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d10+30"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 15,
"dex": 12,
"con": 16,
"int": 11,
"wis": 12,
"cha": 13,
"save": {
"wis": "+4"
},
"skill": {
"perception": "+7"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 17,
"languages": "Common (via telepathy)",
"cr": "5",
"page": 28,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 6 ({@dice 1d6+2}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 5 ({@dice 1d8}) piercing damage, and the target must make a successful DC 13 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid.png"
},
{
"name": "Blood Orchid Grand Savant",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor",
"ring of protection +2"
]
}
],
"hp": {
"average": 136,
"formula": "13d12+52"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 19,
"dex": 13,
"con": 18,
"int": 13,
"wis": 16,
"cha": 20,
"save": {
"wis": "+7"
},
"skill": {
"perception": "+11",
"intimidation": "+9"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 21,
"languages": "Common (via telepathy)",
"cr": "9",
"page": 29,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +8} to hit, reach 5 ft., one creature. Hit: 10 ({@dice 1d10+4}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 10 ({@dice 2d8}) piercing damage, and the target must make a successful DC 16 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Blood orchid grand savants are spellcasters who can cast the spells listed below. Blood Orchid Grand Savant's spellcasting ability is Charisma (spell save DC 17, {@hit 9} to hit with spell attacks) and don't require material components."
],
"spells": {
"0": {
"spells": [
"{@spell chill touch}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}"
]
},
"1": {
"slots": 8,
"spells": [
"{@spell burning hands}",
"{@spell color spray}",
"{@spell cure wounds}",
"{@spell mage armor}",
"{@spell magic missile}",
"{@spell shield}"
]
},
"2": {
"slots": 7,
"spells": [
"{@spell crown of madness}",
"{@spell mirror image}",
"{@spell phantasmal force}",
"{@spell scorching ray}"
]
},
"3": {
"slots": 5,
"spells": [
"{@spell lightning bolt}",
"{@spell vampiric touch}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid%20Grand%20Savant.png"
},
{
"name": "Blood Orchid Savant",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 15,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 82,
"formula": "11d10+22"
},
"speed": {
"walk": 5,
"fly": 30
},
"str": 16,
"dex": 14,
"con": 14,
"int": 13,
"wis": 16,
"cha": 18,
"save": {
"wis": "+6"
},
"skill": {
"perception": "+9"
},
"resist": [
"acid",
"cold",
"fire",
"lightning"
],
"immune": [
"thunder"
],
"senses": "darkvision 60 ft.",
"passive": 19,
"languages": "Common (via telepathy)",
"cr": "7",
"page": 28,
"trait": [
{
"name": "All-Around Vision",
"entries": [
"A blood orchid sees in all directions at once. Enemies never gain tactical advantage or bonus damage against a blood orchid because of the presence of allies."
]
},
{
"name": "Telepathic Bond",
"entries": [
"Blood orchids communicate through a nonmagical telepathic bond. They can sense emotions in other blood orchids at distances up to 100 feet, can communicate fully with each other through telepathy at a distance of 20 ft. or less, and can share vast amounts of information almost instantly when touching each other. They can sense emotions in other types of creatures when touching them or within 5 feet."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The blood orchid attacks six times, in any combination of tentacle slams and blood drain."
]
},
{
"name": "Tenticle Slam",
"entries": [
"Melee Weapon Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d6+3}) bludgeoning damage, and the target is grappled."
]
},
{
"name": "Blood Drain",
"entries": [
"Melee Weapon Attack: automatic hit, reach 5 ft., one creature already grappled by the blood orchid at the start of the blood orchid's turn. Hit: 5 ({@dice 1d8}) piercing damage, and the target must make a successful DC 12 Constitution saving throw against poison or become unconscious. Unconscious characters can repeat the saving throw at the end of each of their turns; they regain consciousness on a successful save. A creature that makes a successful save against this attack becomes immune to the blood drain's unconsciousness effect for 24 hours."
]
}
],
"spellcasting": [
{
"name": "Spellcasting",
"headerEntries": [
"Blood orchid savants are spellcasters who can cast the spells listed below. Blood Orchid Savant's spellcasting ability is Charisma (spell save DC 15, {@hit 7} to hit with spell attacks) and don't require material components."
],
"spells": {
"0": {
"spells": [
"{@spell chill touch}",
"{@spell light}",
"{@spell mage hand}",
"{@spell minor illusion}"
]
},
"1": {
"slots": 2,
"spells": [
"{@spell burning hands}",
"{@spell cure wounds}",
"{@spell magic missile}"
]
},
"2": {
"slots": 1,
"spells": [
"{@spell phantasmal force}"
]
}
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Blood%20Orchid%20Savant.png"
},
{
"name": "Bone Cobbler",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 22,
"formula": "5d8"
},
"speed": {
"walk": 30
},
"str": 14,
"dex": 15,
"con": 11,
"int": 10,
"wis": 14,
"cha": 8,
"senses": "darkvision 60 ft.",
"passive": 2,
"languages": "Undercommon, Dark Speech",
"cr": "2",
"page": 33,
"trait": [
{
"name": "Animate Bones (1/Day)",
"entries": [
"Once per day as an action, a bone cobbler can animate up to five skeletal statues within 30 feet of itself. These creatures use the stat block of skeletons, though their forms and structures do not need to resemble humanoids or anything remotely humanoid. The skeletal statues remain animated until destroyed, until the bone cobbler wills them back into statues, or for 24 hours."
]
},
{
"name": "Bonestripping",
"entries": [
"A bone cobbler can strip all the flesh from the corpse of a Medium creature in three minutes using its claws and hammers. For each size category larger or smaller than Medium a corpse is, add or subtract 1 minute. Once stripped, the bone cobbler devours the flesh and collects the victim's bones to use in its sculptures. A creature slain in this manner can be brought back to life only by a wish or resurrection spell."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The bone cobbler attacks twice with light hammers or twice with claws."
]
},
{
"name": "Claws",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+2}) slashing damage."
]
},
{
"name": "Light Hammer",
"entries": [
"Melee Weapon Attack: {@hit +4} to hit, reach 5 ft., one creature. Hit: 5 ({@dice 1d4+2}) bludgeoning damage."
]
},
{
"name": "Light Hammer (thrown)",
"entries": [
"Ranged Weapon Attack: {@hit +4} to hit, range 20 ft./60 ft., one creature. Hit: 5 ({@dice 1d4+2}) bludgeoning damage."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Bone%20Cobbler.png"
},
{
"name": "Cerebral Stalker",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d8+40"
},
"speed": {
"walk": 30,
"burrow": 20
},
"str": 16,
"dex": 15,
"con": 19,
"int": 11,
"wis": 15,
"cha": 16,
"skill": {
"perception": "+8"
},
"senses": "darkvision 60 ft., tremorsense 60 ft.",
"passive": 18,
"languages": "Believed to understand Common and possibly others, but never speaks",
"cr": "5",
"page": 53,
"trait": [
{
"name": "Cocoon (3/Day)",
"entries": [
"As an action, a cerebral stalker can cocoon a grappled foe with sticky webbing. The webs completely encase the victim, excluding the top of the victim's head, its eyes, and its nose. The cocooned victim is restrained and anchored by the webs to the cerebral stalker's body. The cocooned creature can, as an action, attempt to break free with a successful DC 20 Strength (Athletics) check or Dexterity (Acrobatics) saving throw. The webbing can be cut open enough for a trapped character to escape with 8 points of slashing damage against AC 10."
]
},
{
"name": "Consume Brain",
"entries": [
"Once it has its victim underground, the cerebral stalker begins gnawing on the victim's head, rapidly chewing through bone and tissue, dealing 13 ({@dice 2d8+4}) points of piercing damage each round. When the victim dies, the cerebral stalker reaches its goal: the victim's brain, which it promptly devours. A victim slain in this manner reanimates in {@dice 1d4} rounds as a zombie. Typically, the cerebral stalker \"tosses\" them back up to the surface of the ground so their traveling companions can witness the reanimation and deal with their newly undead friend. Zombies created in this manner are under no one's control."
]
},
{
"name": "Earth Glide",
"entries": [
"A cerebral stalker can glide through any sort of natural earth or stone as easily as a fish swims through water. Its gliding leaves no sign of its passage or hint of its presence to creatures that don't possess tremorsense. It can bring cocooned victims along with it, but they have no special capacity for breathing while underground. Getting into the ground, however, is not as easy for the cerebral stalker as moving underground. It must spend four moves on four rounds (no dashing) melding into the ground. On the first round, the creature sinks to its knees; on the second round, to its waist; on the third round, to its neck; and on the fourth round, the stalker and any creature it has cocooned disappear completely underground. Melding into the ground does not provoke an opportunity attack. If the cerebral stalker is grappled while sinking into the ground, it must win a Str contest against its grapplers to sink farther that round. Dispel magic or a similar spell cast on a sinking cerebral stalker paralyzes it the same as a hold monster spell. The spot where the cerebral stalker sank radiates magic for one hour."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"The cerebral stalker bites once and attacks twice with claws, or it uses its fear gaze or cocoon ability."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d10+3}) piercing damage."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +6} to hit, reach 5 ft., one creature. Hit: 7 ({@dice 1d8+3}) slashing damage and the target is grappled and restrained."
]
},
{
"name": "Fear Gaze",
"entries": [
"Ranged Attack: automatic hit, range 30 ft., one creature that can see the cerebral stalker. Hit: Target must make a successful DC 14 Wisdom saving throw or become frightened for {@dice 1d4} rounds."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Cerebral%20Stalker.png"
},
{
"name": "Crimson Mist",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"L",
"E"
],
"ac": [
{
"ac": 17,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 127,
"formula": "17d8+51"
},
"speed": {
"fly": 60
},
"str": 11,
"dex": 18,
"con": 16,
"int": 17,
"wis": 16,
"cha": 16,
"skill": {
"perception": "+6",
"stealth": "+7"
},
"resist": [
{
"special": "nonmagical damage except from silver weapons"
}
],
"vulnerable": [
{
"vulnerable": [
"bludgeoning",
"piercing",
"slashing"
],
"note": "damage from silver weapons"
}
],
"senses": "darkvision 60 ft.",
"passive": 16,
"languages": "Deep Speech (understands but doesn't speak)",
"cr": "7",
"page": 71,
"trait": [
{
"name": "Engulf",
"entries": [
"When a crimson mist strikes a target with one of its tentacles, it can immediately make an engulf attack by entering the opponent's space. The engulfed creature can attempt a DC 15 Dexterity saving throw to evade the attack. Success indicates the character avoids the attack entirely by retreating or stepping aside as the crimson mist moves forward. Failure indicates the crimson mist's body encloses the target, trapping the target inside. An engulfed character is restrained, takes 7 ({@dice 2d6}) necrotic and psychic damage at the start of each of its turns, and immediately begins suffocating. An engulfed character can escape by winning a Dexterity contest against the crimson mist. A crimson mist can engulf only one Medium or smaller creature at a time, and doing so prevents it from attacking with one of its tentacles."
]
},
{
"name": "Susceptibility",
"entries": [
"If a creature dies from the crimson mist's engulf attack, the crimson mist's speed drops to 30 ft., its Stealth bonus drops to +3 (it flushes crimson, hence the name), and attacks against it have tactical advantage. These effects last for 1 hour."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A crimson mist attacks twice with tentacles."
]
},
{
"name": "Tentacle",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) bludgeoning damage and the target is grappled and engulfed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Crimson%20Mist.png"
},
{
"name": "Decapus",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"N"
],
"ac": [
{
"ac": 12,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 44,
"formula": "8d8+8"
},
"speed": {
"walk": 10,
"climb": 30
},
"str": 14,
"dex": 13,
"con": 15,
"int": 10,
"wis": 11,
"cha": 12,
"skill": {
"deception": "+5",
"stealth": "+3"
},
"senses": "darkvision 60 ft.",
"passive": 10,
"languages": "Unique (Decapus)",
"cr": "2",
"page": 79,
"trait": [
{
"name": "Brachiation",
"entries": [
"A decapus can move through trees at its climb speed (30 feet per round) by using its tentacles to swing from tree to tree, provided the trees are no more than 10 feet apart."
]
},
{
"name": "Sound Imitation",
"entries": [
"A decapus can mimic the sounds of any creature it has previously encountered with uncanny accuracy, though it can't mimic humanoid speech patterns for more than two or three words at a stretch. The ruse can be detected with a contest between the decapus's Deception and a listener's Insight."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A decapus attacks four times, in any combination of tentacle slams and constriction."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +4} to hit, reach 10 ft., one creature. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Constriction",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by a tentacle at the start of the decapus's turn. Hit: 5 ({@dice 1d6+2}) bludgeoning damage and the target is grappled and restrained."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A decapus's innate spellcasting ability is Charisma (spell save DC 11). The decapus doesn't need material components to use this ability."
],
"will": [
"{@spell major image}"
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Decapus.png"
},
{
"name": "Denizen of Leng",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
{
"ac": 16,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 85,
"formula": "10d8+40"
},
"speed": {
"walk": 40
},
"str": 14,
"dex": 18,
"con": 19,
"int": 18,
"wis": 17,
"cha": 21,
"save": {
"dex": "+7"
},
"skill": {
"deception": "+9"
},
"resist": [
"cold",
"lightning"
],
"immune": [
"poison"
],
"conditionImmune": [
"poisoned"
],
"senses": "darkvision 60 ft.",
"passive": 3,
"languages": "Deep Speech, Unique",
"cr": "5",
"page": 83,
"trait": [
{
"name": "Regeneration",
"entries": [
"At the start of its turn, a denizen of Leng regains 5 lost hit points. This ability fails to function only if the creature is utterly cut off from Leng; e.g., if its ability to plane shift is negated. If a denizen of Leng is reduced to 0 hit points while it is still capable of regenerating, its body dissipates into vapor in {@dice 1d4} rounds, leaving only its clothing and equipment behind, and it returns to life on Leng."
]
},
{
"name": "Sneak Attack",
"entries": [
"Once per turn, a denizen of Leng can do an extra 14 ({@dice 4d6}) damage with a claw or bite attack if the denizen has advantage on the attack or if one of its allies is within 5 feet of the target."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A denizen of Leng bites once and attacks once with claws."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) piercing damage and the target must make a successful DC 15 Constitution saving throw or immediately gain one level of exhaustion."
]
},
{
"name": "Claws",
"entries": [
"Melee Attack: {@hit +7} to hit, reach 5 ft., one creature. Hit: 8 ({@dice 1d8+4}) slashing damage."
]
}
],
"spellcasting": [
{
"name": "Innate Spellcasting",
"headerEntries": [
"A denizen of Leng's innate spellcasting ability is Charisma (spell save DC 16, {@hit 8} to hit with spell attacks). A denizen of Leng doesn't need material components to use these abilities."
],
"constant": [
"{@spell tongues}"
],
"daily": {
"3e": [
"{@spell detect thoughts}",
"{@spell hypnotic pattern}",
"{@spell levitate}",
"{@spell mirror image}"
],
"1e": [
"{@spell locate object}",
"{@spell plane shift} (self only)"
]
}
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Denizen%20of%20Leng.png"
},
{
"name": "Dust Digger",
"size": "L",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 13,
"from": [
"natural armor"
]
}
],
"hp": {
"average": 38,
"formula": "7d8+7"
},
"speed": {
"walk": 10,
"burrow": 10
},
"str": 16,
"dex": 10,
"con": 13,
"int": 2,
"wis": 11,
"cha": 10,
"skill": {
"stealth": "+4"
},
"conditionImmune": [
"prone",
"unconscious"
],
"senses": "tremorsense 60 ft.",
"passive": 10,
"languages": "None",
"cr": "3",
"page": 88,
"trait": [
{
"name": "Earth Glide",
"entries": [
"A dust digger can glide through sand, loose soil, or other loosely packed earth as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole and creates no ripple on the surface or other sign of its presence. A move earth spell cast on an area containing a burrowing dust digger flings the creature back 30 feet and stuns it for one round unless it makes a successful Constitution saving throw."
]
},
{
"name": "Earthy Camouflage",
"entries": [
"A dust digger has tactical advantage on Stealth checks while it's buried in the ground."
]
},
{
"name": "Sinkhole",
"entries": [
"A buried dust digger can deflate its body as a free action, causing the sand above it to slide toward its maw. A creature standing on the surface above the dust digger when it deflates must be checked for surprise. If it is surprised, it is attacked by all five tentacles during the dust digger's surprise round. If the creature is not surprised, roll initiative normally."
]
},
{
"name": "Swallow",
"entries": [
"A swallowed creature is blinded and restrained but no longer grappled. It takes 5 ({@dice 1d8+1}) bludgeoning damage plus {@dice 1d8} acid damage automatically at the start of each of the dust digger's turns. One Medium creature or two Small creatures can be inside the dust digger at one time. A swallowed creature is unaffected by anything happening outside the dust digger or by attacks from outside it. A swallowed creature can get out of the dust digger by using 5 feet of movement, but only after the dust digger is dead."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"A dust digger attacks five times; no more than one of those attacks can be a bite."
]
},
{
"name": "Tentacle Slam",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 10 ft., one creature. Hit: 7 ({@dice 1d8+3}) bludgeoning damage and the target is grappled."
]
},
{
"name": "Tentacle Crush",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by a tentacle at the start of the dust digger's turn. Hit: 7 ({@dice 1d8+3}) bludgeoning damage and the target is grappled and restrained."
]
},
{
"name": "Bite",
"entries": [
"Melee Attack: {@hit +5} to hit, one creature already grappled by a tentacle at the start of the dust digger's turn. Hit: 12 ({@dice 2d8+3}) piercing damage and the target must make a successful DC 13 Strength saving throw or be swallowed (see above)."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Dust%20Digger.png"
},
{
"name": "Encephalon Gorger",
"size": "M",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"C",
"E"
],
"ac": [
13
],
"hp": {
"average": 65,
"formula": "10d8+20"
},
"speed": {
"walk": 30
},
"str": 12,
"dex": 16,
"con": 14,
"int": 21,
"wis": 15,
"cha": 15,
"skill": {
"insight": "+5",
"perception": "+5"
},
"resist": [
"cold"
],
"senses": "darkvision 60 ft.",
"passive": 15,
"languages": "Common, Abyssal, Celestial, Infernal, Unique (Encephalon)",
"cr": "4",
"page": 94,
"trait": [
{
"name": "Adrenal Surge (2/Day)",
"entries": [
"Twice per day as a bonus action, an encephalon gorger can accelerate itself so that it gains speed 60 ft. and AC 15, it gets tactical advantage on Dexterity saving throws, and it can take one additional action on its turns. This effect lasts {@dice 1d4} rounds."
]
},
{
"name": "Combat Mobility",
"entries": [
"Opportunity attacks against a moving encephalon gorger always have tactical disadvantage."
]
},
{
"name": "Mind Screen",
"entries": [
"The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger with magic or psionics (not just gauging intent with Insight skill), the creature making the attempt must make a successful DC 16 Intelligence saving throw or be driven insane (Intelligence and Wisdom both reduced to 3). Even on a successful save, the creature suffers the effects of a confusion spell for {@dice 1d4} rounds."
]
},
{
"name": "Mindsense",
"entries": [
"An encephalon gorger instinctively senses the Intelligence of any creature within 60 feet."
]
},
{
"name": "Regeneration",
"entries": [
"At the start of its turn, an encephalon regains 5 lost hit points. This ability fails to function if the creature takes psychic damage since its previous turn."
]
}
],
"action": [
{
"name": "Multiattack",
"entries": [
"An encephalon gorger attacks twice with claws or once with mindfeed. A claw used to maintain a grapple can't attack."
]
},
{
"name": "Claw",
"entries": [
"Melee Attack: {@hit +5} to hit, reach 5 ft., one creature. Hit: 12 ({@dice 2d8+3}) slashing damage and the target is grappled."
]
},
{
"name": "Mindfeed",
"entries": [
"Melee Attack: automatic hit, one creature already grappled by the encephalon at the start of its turn. Hit: 12 ({@dice 2d6+5}) psychic damage and the encephalon gains 5 temporary hit points. The target must also make a successful DC 15 Intelligence saving throw or lose 1 point of Intelligence. All drained Intelligence is recovered if greater restoration or comparable magic is used on the victim within 24 hours of the loss. After 24 hours, each casting of greater restoration restores just one point of Intelligence."
]
}
],
"tokenURL": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew/master/_img/FEF%20(3pp)/Encephalon%20Gorger.png"
},
{
"name": "Froghemoth",
"size": "H",
"type": "aberration",
"source": "FEF 3pp",
"alignment": [
"U"
],
"ac": [
{
"ac": 15,