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AideDeJeu/Data/monsters_vo_no_srd.md
Yan Maniez 2810a69bd4 Liens
2018-07-06 12:50:34 +02:00

12 KiB

Allosaurus

  • NameVO: Allosaure
  • Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 60 ft.
STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 17 (+3) 2 (-4) 12 (+1) 5 (-3)
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages -
  • Challenge 2 (450 XP)

Special Features

Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 8 (1d8 + 4) slashing damage.

Ankylosaurus

  • NameVO: Ankylosaure
  • Huge beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d12 + 16)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
  • Senses passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

Special Features

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.

Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Banshee

  • NameVO: Banshie
  • Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)
  • Saving Throws Wis +2, Cha +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Elvish
  • Challenge 4 (1100 XP)
  • Damage Immunities cold, necrotic, poison
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Special Features

Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.

Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions

Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target.

Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.

Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Cyclops

  • NameVO: Cyclope
  • Huge giant, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (-1) 6 (-2) 10 (+0)
  • Senses passive Perception 8
  • Languages Giant
  • Challenge 6 (2300 XP)

Special Features

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions

Multiattack. The cyclops makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target.

Hit: 28 (4d10 + 6) bludgeoning damage.

Flameskull

  • NameVO: Crânefeu
  • Tiny undead, neutral evil
  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
  • Skills Arcana +5, Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 4 (1100 XP)
  • Damage Immunities cold, fire, poison
  • Damage Resistances lightning, necrotic, piercing

Special Features

Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a [dispel magic] or [remove curse] spell is cast on them.

Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

Cantrip (at will): [mage hand]

1st level (3 slots): [magic missile], [shield]

2nd level (2 slots): [blur], [flaming sphere]

3rd level (1 slot): [fireball]

Actions

Multiattack. The flameskull uses Fire Ray twice.

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.

Hit: 10 (3d6) fire damage.

Mud Mephit

  • NameVO: Méphite de boue
  • Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 27 (6d6 + 6)
  • Speed 20 ft., fly 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Terran
  • Challenge 1/4 (50 XP)
  • Damage Immunities poison

Special Features

Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.

False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions

Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.

Hit: 4 (1d6 + 1) bludgeoning damage.

Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pteranodon

  • NameVO: Ptéranodon
  • Medium beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 2 (-4) 9 (-1) 5 (-3)
  • Skills Perception +1
  • Senses passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Special Features

Flyby. The pteranodon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 6 (2d4 + 1) piercing damage.

Smoke Mephit

  • Small elemental, neutral evil
  • Armor Class 12
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Auran, Ignan
  • Challenge 1/4 (50 XP)
  • Damage Immunities fire, poison

Special Features

Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.

Innate Spellcasting (1/Day). The mephit can innately cast [dancing lights], requiring no material components. Its innate spellcasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.

Hit: 4 (1d4 + 2) slashing damage.

Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.

Twig Blight

  • Small plant, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 20 ft.
STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
  • Skills Stealth +3
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Common but can't speak
  • Challenge 1/8 (25 XP)
  • Damage Vulnerabilities fire

Special Features

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 3 (1d4 + 1) piercing damage.

Yeti

  • NameVO: Yéti
  • Large monstrosity, chaotic evil
  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)
  • Skills Perception +3, Stealth +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Yeti
  • Challenge 3 (700 XP)
  • Damage Immunities cold

Special Features

Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.