monster_roles_powers
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| (Reaction). When this creature misses with a ranged attack, they can reroll that attack. | (Reaction). When this creature misses with a ranged attack, they can reroll that attack. | ||
| - | ==== Attack Focused Traits ==== | ||
| - | ==== Blood Frenzy ==== | ||
| - | |||
| - | The monster has Advantage on melee attack rolls against any creature that doesn’t have all its HP. | ||
| - | ==== Brutal ==== | ||
| - | |||
| - | A melee weapon deals one extra die of its damage when the creature hits with it. | ||
| - | ==== Charge ==== | ||
| - | |||
| - | If the monster moves at least [1/2 its walking speed] feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra [1d4 + STR] bludgeoning damage. If the target is a creature, it must succeed on a DC [8 + STR + PB] STR save or be knocked prone. | ||
| - | ==== [Element] Weapons ==== | ||
| - | |||
| - | When the creature hits with any weapon, the weapon deals an extra # [acid, cold, fire, lightning, or thunder] damage. | ||
| - | ==== Grappler ==== | ||
| - | |||
| - | The monster has advantage on attack rolls against any creature grappled by it. | ||
| - | ==== Magic Weapons ==== | ||
| - | |||
| - | The creature’s weapon attacks are magical. | ||
| - | ==== Pack Tactics ==== | ||
| - | |||
| - | The monster has advantage on attack rolls against a creature if at least one of the monster’s allies is within 5 feet of the creature and the ally isn’t incapacitated. | ||
| - | ==== Pounce ==== | ||
| - | |||
| - | If the monster moves at least [1/2 its walking speed] feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC [8 + STR + PB] STR save or be knocked prone. If the target is prone, the monster can make one melee attack against it as a bonus action. | ||
| - | ==== Siege Monster ==== | ||
| - | |||
| - | The creature deals double damage to objects and structures. | ||
| ===== Bruiser ===== | ===== Bruiser ===== | ||
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| ==== Stick with Me ==== | ==== Stick with Me ==== | ||
| - | (Trait). When this creature hits with an attack, the target has disadvantage on attack rolls against any creature other than this one until the end of the target’s next turn. | + | (Trait). When this creature hits with an attack, the target has disadvantage on attack rolls against any creature other than this one until the end of the target’s next turn. |
| - | ==== Defensive Traits ==== | + | |
| - | + | ||
| - | ==== [Element] Absorption ==== | + | |
| - | + | ||
| - | Whenever the creature is subjected to [acid, cold, fire, lightning, or thunder] damage, it takes no damage and instead regains HP equal to the [acid, cold, fire, lightning, or thunder] damage dealt. | + | |
| - | ==== [Element] Body ==== | + | |
| - | + | ||
| - | A creature that touches the monster or hits it with a melee attack while within 5 feet of it takes # [acid, cold, fire, lightning, or thunder] damage. | + | |
| - | ==== Evasion ==== | + | |
| - | + | ||
| - | If the creature is subjected to an effect that allows it to make a DEX save to take only half damage, the creature instead takes no damage if it succeeds on the save, and only half damage if it fails. | + | |
| - | ==== Flyby ==== | + | |
| - | + | ||
| - | The creature doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. | + | |
| - | ==== Hardy ==== | + | |
| - | + | ||
| - | Any critical hit against the creature becomes a normal hit. | + | |
| - | ==== Immutable Form ==== | + | |
| - | + | ||
| - | The creature is immune to any spell or effect that would alter its form. | + | |
| - | ==== Inscrutable ==== | + | |
| - | + | ||
| - | The creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell or effect, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the creature’s intentions or sincerity have disadvantage. | + | |
| - | ==== Inspiring Leader ==== | + | |
| - | + | ||
| - | While the monster is conscious, each friendly creature within 10 feet of it, including itself, is resistant to the charmed and frightened conditions. | + | |
| - | ==== Magic Resistance ==== | + | |
| - | + | ||
| - | The creature has advantage on saves against spells and other magical effects. | + | |
| - | ==== Multiple Heads ==== | + | |
| - | + | ||
| - | The creature has # of heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions. | + | |
| - | ==== Stalwart ==== | + | |
| - | + | ||
| - | If the creature starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap’s Bite, the creature can make the save at the start of the turn instead of the end and has advantage on the save. | + | |
| - | ==== Stench ==== | + | |
| - | + | ||
| - | A creature that starts its turn within 5 feet of the monster must succeed on a DC [8 + CON + PB] CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the monster’s Stench for 24 hours. | + | |
| ===== Leader ===== | ===== Leader ===== | ||
| - | |||
| A leader has features that help other creatures. They might heal, boost statistics such as attack modifiers or saving throws, or move other creatures, and they often have lower-than-average hit points, damage output, or accuracy. | A leader has features that help other creatures. They might heal, boost statistics such as attack modifiers or saving throws, or move other creatures, and they often have lower-than-average hit points, damage output, or accuracy. | ||
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| (Bonus Action, Recharge 4-6). This creature chooses up to six creatures who can see and hear them. Those creatures can immediately either move their speed or take an action. | (Bonus Action, Recharge 4-6). This creature chooses up to six creatures who can see and hear them. Those creatures can immediately either move their speed or take an action. | ||
| - | ===== Magic ===== | ||
| - | Magic powers can represent spells and eldritch energy, but might also connect to divine blessings, magic items or artifacts, and the ability to tap into powerful sources of otherworldly energy. | + | ===== Rogue ===== |
| - | + | ||
| - | Many creature stat blocks feature attack options that resemble spells but aren’t explicitly called out as being so. The default intention in this section is that magic monster powers should work equally well with a spell or an attack that resembles a spell. So simply replace wording such as “casts a spell” with “casts a spell or uses an action that resembles a spell” to meet your intention. | + | |
| - | + | ||
| - | Similarly, some creatures have traditional spell slots, while others may have a number of uses of certain spells per day. This section considers those two approaches to spellcasting interchangeable, | + | |
| - | === Careful Sorcery | + | |
| - | + | ||
| - | (Trait). When this creature casts a spell that forces one or more creatures to make a saving throw, they can choose up to three of those creatures. Each chosen creature is immune to the effects of the spell. | + | |
| - | + | ||
| - | Careful Sorcery allows a spellcaster to use powerful area-of-effect spells and exclude some or all of their companions. This can be a fun surprise during a combat in a small room. | + | |
| - | === Dual Concentration === | + | |
| - | + | ||
| - | (Trait). This creature can concentrate on up to two spells simultaneously. When making a concentration check, the creature makes a separate check for each spell upon which they are concentrating. | + | |
| - | + | ||
| - | Many spellcasting creatures have an abundance of spells requiring concentration. This lets such creatures employ two of those spells at a time, which can be explained as the creature being uncommonly powerful, by the use of a magic item, or by an expendable focus being used to cast the second spell. | + | |
| - | === Spell Shield === | + | |
| - | + | ||
| - | (Reaction). When this creature is the target of an attack, they can expend a spell slot or one use of a spell or magical attack (other than an at-will magical attack) to add +4 to their AC until the start of their next turn. | + | |
| - | + | ||
| - | Many spellcasting creatures have more spell slots than they can use in a fight, so this power turns extra slots into a powerful asset. You can modify this power to instead | + | |
| - | === Quickening === | + | |
| - | + | ||
| - | (Trait, 2/Day). When this creature casts a spell that has a casting time of 1 action, they can change the casting time to 1 bonus action for this casting. The creature can cast up to two spells this turn, including two spells that aren’t cantrips. | + | |
| - | + | ||
| - | Most spellcasting monsters and NPCs can cast only a few spells before being defeated, making them not much of a challenge. Allowing a spellcaster to have 2 rounds where they cast any two spells makes them far more challenging. You can roleplay or describe the effort a spellcasting foe makes to accomplish this, so the players know the creature can’t do so every single round. | + | |
| - | ==== Mobility Focused Traits ==== | + | |
| - | + | ||
| - | === Amorphous === | + | |
| - | + | ||
| - | The creature can move through a space as narrow as 1 inch wide without squeezing. | + | |
| - | === Earth Glide === | + | |
| - | + | ||
| - | The creature can burrow through non magical, unworked earth and stone. While doing so, the creature doesn’t disturb the material through which it moves. | + | |
| - | === Ice Walk === | + | |
| - | + | ||
| - | The creature can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn’t cost extra movement. | + | |
| - | === Incorporeal Movement === | + | |
| - | + | ||
| - | The monster can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. | + | |
| - | === Running Leap === | + | |
| - | + | ||
| - | With a 10-foot running start, the creature can long jump up to 25 feet. | + | |
| - | === Spider Climb === | + | |
| - | + | ||
| - | The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | + | |
| - | === Standing Leap === | + | |
| - | + | ||
| - | The creature’s long jump is up to [10 below walking speed] feet and its high jump is up to [half of long jump distance] feet, with or without a running start. | + | |
| - | === Web Walker === | + | |
| - | + | ||
| - | The creature ignores movement restrictions caused by webbing. | + | |
| - | === Woodland Walk === | + | |
| - | + | ||
| - | Difficult terrain composed of non magical plants doesn’t cost the creature extra movement. In addition, the creature can pass through non magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. | + | |
| - | ==== Rogue ==== | + | |
| Sneaky or skirmishing creatures can all benefit from these rogue-type powers. | Sneaky or skirmishing creatures can all benefit from these rogue-type powers. | ||
| - | === Impersonate === | + | ==== Impersonate |
| (Bonus Action, Recharge 6). Until the start of their next turn, this creature changes their appearance to look exactly like another creature who is within 5 feet of them and is no more than one size smaller or larger than this creature. Other creatures must each make a Wisdom (Perception) check (DC = 10 + 1/2 CR) each time they make an attack against this creature or the impersonated creature. On a failure, the attack is made against the wrong target. | (Bonus Action, Recharge 6). Until the start of their next turn, this creature changes their appearance to look exactly like another creature who is within 5 feet of them and is no more than one size smaller or larger than this creature. Other creatures must each make a Wisdom (Perception) check (DC = 10 + 1/2 CR) each time they make an attack against this creature or the impersonated creature. On a failure, the attack is made against the wrong target. | ||
| This power can be narratively rendered as shapeshifting ability, an illusion effect, beguiling words from a fey, or a confusing effect caused by an aberration. | This power can be narratively rendered as shapeshifting ability, an illusion effect, beguiling words from a fey, or a confusing effect caused by an aberration. | ||
| - | === Nimble Reaction === | + | ==== Nimble Reaction |
| (Reaction, Recharge 4–6). When this creature is the only target of a melee attack, they can immediately move up to their speed without provoking opportunity attacks. If this movement leaves this creature outside the attacking creature’s reach, this creature avoids the attack. | (Reaction, Recharge 4–6). When this creature is the only target of a melee attack, they can immediately move up to their speed without provoking opportunity attacks. If this movement leaves this creature outside the attacking creature’s reach, this creature avoids the attack. | ||
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| (Reaction). When this creature would make a ranged attack, they can first move 5 feet without provoking opportunity attacks. | (Reaction). When this creature would make a ranged attack, they can first move 5 feet without provoking opportunity attacks. | ||
| - | ==== Sensory Traits ==== | ||
| - | |||
| - | === Amphibious === | ||
| - | |||
| - | The creature can breathe air and water. | ||
| - | === Devil’s Sight === | ||
| - | |||
| - | Magical darkness doesn’t impede the creature’s darkvision. | ||
| - | === Echolocation === | ||
| - | |||
| - | The creature can’t use its keensense while deafened. | ||
| - | === [Environment/ | ||
| - | |||
| - | The creature’s Stealth is [base + 5] while in [type of] terrain. | ||
| - | === Ethereal Sight === | ||
| - | |||
| - | The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. | ||
| - | === False Appearance === | ||
| - | |||
| - | While the creature remains motionless, it is indistinguishable from a relevant object or its surroundings. | ||
| - | === Heightened [Sense] === | ||
| - | |||
| - | The creature’s Perception is [base + 5] when perceiving by [sense]. | ||
| - | === Illumination === | ||
| - | |||
| - | The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. | ||
| - | === Iron Scent === | ||
| - | |||
| - | The creature can pinpoint, by scent, the location of ferrous metal within 30 feet of it. | ||
| - | === Limited Telepathy === | ||
| - | |||
| - | The monster can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. | ||
| - | === Mimicry === | ||
| - | |||
| - | The monster can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC [10 + CHA] WIS (Insight) check. | ||
| - | === Speak with Beasts === | ||
| - | |||
| - | The creature can communicate with Beasts as if they shared a language. | ||
| - | === Sunlight Sensitivity === | ||
| - | |||
| - | While in sunlight, the creature has disadvantage on attack rolls, and its Perception is [base − 5] when perceiving by sight. | ||
| - | === Transparent === | ||
| - | |||
| - | While motionless, the creature’s Stealth is [base + 5], even when it is in plain sight. | ||
| - | === Treasure Sense === | ||
| - | |||
| - | The creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. | ||
| ==== Solo ==== | ==== Solo ==== | ||
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| This is an excellent power for boss or solo monsters likely to be denied actions by the characters’ tactics. That action denial still takes place, but the creature has a chance to make up for it. | This is an excellent power for boss or solo monsters likely to be denied actions by the characters’ tactics. That action denial still takes place, but the creature has a chance to make up for it. | ||
| - | ==== Warrior ==== | + | ===== Warrior |
| Warrior powers represent tactics and capabilities honed through battle. | Warrior powers represent tactics and capabilities honed through battle. | ||
| - | === Challenge Foe === | + | ==== Challenge Foe ==== |
| (Bonus Action, Recharge 4–6). The next time this creature hits a target, in addition to the regular effect of the attack, that target is challenged. A challenged creature has disadvantage on attack rolls against any creature other than the challenging creature. At the end of each of their turns, a challenged creature can make a Charisma saving throw (DC = 10 + 1/2 CR), ending the challenge on themself on a success. | (Bonus Action, Recharge 4–6). The next time this creature hits a target, in addition to the regular effect of the attack, that target is challenged. A challenged creature has disadvantage on attack rolls against any creature other than the challenging creature. At the end of each of their turns, a challenged creature can make a Charisma saving throw (DC = 10 + 1/2 CR), ending the challenge on themself on a success. | ||
| Perfect for a monster with the defender role, this power incentivizes characters to engage with a formidable foe rather than go after weaker targets. | Perfect for a monster with the defender role, this power incentivizes characters to engage with a formidable foe rather than go after weaker targets. | ||
| - | === Pack Tactics === | + | ==== Pack Tactics |
| (Trait). This creature has advantage on an attack roll against a target if at least one of this creature’s allies is within 5 feet of this creature and the ally isn’t incapacitated. | (Trait). This creature has advantage on an attack roll against a target if at least one of this creature’s allies is within 5 feet of this creature and the ally isn’t incapacitated. | ||
| A superb trait, Pack Tactics allows monsters to work together in an obvious tactical fashion to gain advantage. This trait can be used for many types of monsters, representing the cunning tactics they employ. | A superb trait, Pack Tactics allows monsters to work together in an obvious tactical fashion to gain advantage. This trait can be used for many types of monsters, representing the cunning tactics they employ. | ||
| - | === Pinning Shot === | + | ==== Pinning Shot ==== |
| (Trait). When this creature hits with a ranged weapon attack, the target must succeed on a Strength saving throw (DC = 9 + 1/2 CR) or have their speed reduced to 0. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. | (Trait). When this creature hits with a ranged weapon attack, the target must succeed on a Strength saving throw (DC = 9 + 1/2 CR) or have their speed reduced to 0. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. | ||
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