monster_traits
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| - | ====== | + | ====== Monster Traits ====== |
| This section offers a selection of common monster powers you can apply to any quick-build monster to give them a stronger mechanical flavor, make them more tactically interesting, | This section offers a selection of common monster powers you can apply to any quick-build monster to give them a stronger mechanical flavor, make them more tactically interesting, | ||
| ===== Attack Focused Traits ===== | ===== Attack Focused Traits ===== | ||
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| 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. | 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. | ||
| + | ==== Delights in Suffering ==== | ||
| + | |||
| + | When attacking a target whose current hit points are below half their hit point maximum, this creature has Advantage on attack rolls and deals an extra CR damage when they hit. | ||
| + | |||
| + | This trait makes a monster extremely dangerous in a tough fight, and encourages the characters to use healing resources. | ||
| + | |||
| + | ==== Frenzy ==== | ||
| + | |||
| + | At the start of their turn, this creature can gain Advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have Advantage until the start of their next turn. | ||
| + | |||
| + | In addition to providing a combat boost for a foe, this trait can help accelerate a fight that’s gone on long enough, by letting the characters hit the last remaining foes more often. | ||
| + | |||
| ==== [Element] Weapons ==== | ==== [Element] Weapons ==== | ||
| - | When the creature hits with any weapon, the weapon deals an extra # [acid, cold, fire, lightning, or thunder] damage. | + | When the creature hits with any weapon, the weapon deals an extra CR [acid, cold, fire, lightning, or thunder] damage. |
| ==== Grappler ==== | ==== Grappler ==== | ||
| - | The monster has advantage | + | The monster has Advantage |
| + | ==== Lethal ==== | ||
| + | |||
| + | This creature has a +CR bonus to damage rolls, and scores a critical hit on an unmodified attack roll of 18–20. | ||
| + | |||
| + | This simple trait is a default you can use to increase the damage dealt by any monster. | ||
| ==== Magic Weapons ==== | ==== Magic Weapons ==== | ||
| The creature’s weapon attacks are magical. | The creature’s weapon attacks are magical. | ||
| + | ==== Mark the Target (Recharge 3–6) ==== | ||
| + | |||
| + | When this creature hits a target with a ranged attack, allies of this creature who can see the target have Advantage on attack rolls against the target until the start of this creature’s next turn. | ||
| + | |||
| + | Let a monster apply pressure to a specific target with this power, especially if that target is wounded or in a vulnerable position. Make the foe’s action obvious, so that the players know to react to it and can help the targeted character survive the ensuing focused fire. | ||
| + | |||
| ==== Pack Tactics ==== | ==== Pack Tactics ==== | ||
| Line 27: | Line 51: | ||
| 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. | 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. | ||
| + | ===== Refuse to Surrender ===== | ||
| + | |||
| + | When this creature is [[bloodied|Bloodied]], | ||
| + | |||
| + | This trait works best when given to a single important foe, and when you describe the monster’s refusal to surrender despite their many wounds. This lets the players know they can focus fire to finish the creature off, minimizing their damage potential. | ||
| + | |||
| ==== Siege Monster ==== | ==== Siege Monster ==== | ||
| The creature deals double damage to objects and structures. | The creature deals double damage to objects and structures. | ||
| ===== Defensive Traits ===== | ===== Defensive Traits ===== | ||
| + | ==== Damaging Aura ==== | ||
| + | Any creature who moves within 10 feet of this creature or who starts their turn there takes CR damage of a type appropriate for this creature. | ||
| + | |||
| + | Reskin this aura to meet your needs based on the damage type. A fire elemental can radiate an aura of fire, while an undead might radiate necrotic damage. You can also describe this effect as a magical aura dealing force damage or a holy aura dealing radiant damage, or even have a many-armed creature wielding swords to create an aura of slashing damage. | ||
| ==== [Element] Absorption ==== | ==== [Element] Absorption ==== | ||
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| ==== Multiple Heads ==== | ==== Multiple Heads ==== | ||
| - | The creature has # of heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions. | + | The creature has # of heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions. |
| + | ==== Not Dead Yet (1/Day) ==== | ||
| + | |||
| + | When this creature is reduced to 0 hit points, they drop Prone and are indistinguishable from a dead creature. At the start of their next turn, this creature stands up without using any movement and has 2 × CR hit points. They can then take their turn normally. | ||
| + | |||
| + | This trait can represent a clever combatant playing dead, a warrior with incredible resolve, or a creature such as an undead or an ooze who refuses to die. | ||
| + | |||
| + | ==== Quick Recovery ==== | ||
| + | |||
| + | At the start of this creature’s turn, they can attempt a Saving Throw against any effect on them that can be ended by a successful saving throw. | ||
| + | |||
| + | This power can protect vulnerable combatants and bosses from being shut down by spells. It can represent magical mastery, divine favor, luck, or a specific quality of the creature. As a variant, using this trait could require the foe to take 2 × CR damage if the new saving throw is successful, representing the exertion made to overcome the effect. | ||
| + | |||
| ==== Stalwart ==== | ==== Stalwart ==== | ||
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| 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. | 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. | ||
| - | ==== Mobility Focused Traits ==== | ||
| - | === Amorphous === | + | ===== Magical Traits ===== |
| + | ==== Innate Spellcasting ==== | ||
| + | |||
| + | A creature with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st circle or higher is always cast at its lowest possible level and can't be cast at a higher circle. If a creature has a cantrip where its level matters and no level is given, use the creature' | ||
| + | |||
| + | An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a "self only" restriction, | ||
| + | |||
| + | A creature' | ||
| + | ==== Spellcasting ==== | ||
| + | |||
| + | A creature with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st circle and higher. The spellcaster level is also used for any cantrips included in the feature. | ||
| + | |||
| + | The creature has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The creature is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list. | ||
| + | |||
| + | A creature can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-circle lightning bolt spell can upcast it as a 5th-circle spell by using one of its 5th-circle spell slots. | ||
| + | |||
| + | You can change the spells that a creature knows or has prepared, replacing any spell on its spell list with a spell of the same circle and from the same class list. If you do so, you might cause the creature to be a greater or lesser threat than suggested by its challenge rating. | ||
| + | ==== Psionics ==== | ||
| + | |||
| + | A creature that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A creature that has this tag typically doesn' | ||
| + | |||
| + | |||
| + | ===== Mobility Focused Traits ===== | ||
| + | |||
| + | ==== Amorphous | ||
| The creature can move through a space as narrow as 1 inch wide without squeezing. | The creature can move through a space as narrow as 1 inch wide without squeezing. | ||
| - | === Earth Glide === | + | ==== 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. | 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 === | + | ==== 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. | 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 === | + | ==== 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. | 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 === | + | ==== Running Leap ==== |
| + | |||
| + | With a 10-foot running start, the creature can long jump up to 25 feet. | ||
| + | ==== Sneaky ==== | ||
| + | |||
| + | This creature has Advantage on Dexterity (Stealth) checks. | ||
| + | |||
| + | Foes fighting in obscured areas or behind cover can benefit from this trait, which can represent natural camouflage or well-practiced skill. | ||
| - | With a 10-foot running start, the creature can long jump up to 25 feet. | + | ==== Spider Climb ==== |
| - | === Spider Climb === | + | |
| The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | ||
| - | === Standing Leap === | + | ==== 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. | 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 === | + | ==== Web Walker |
| The creature ignores movement restrictions caused by webbing. | The creature ignores movement restrictions caused by webbing. | ||
| - | === Woodland Walk === | + | ==== 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. | 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. | ||
| - | ==== Sensory Traits ==== | + | ===== Sensory Traits |
| - | === Amphibious === | + | ==== Amphibious |
| The creature can breathe air and water. | The creature can breathe air and water. | ||
| - | === Devil’s Sight === | + | ==== Devil’s Sight ==== |
| Magical darkness doesn’t impede the creature’s darkvision. | Magical darkness doesn’t impede the creature’s darkvision. | ||
| - | === Echolocation === | + | ==== Echolocation |
| The creature can’t use its keensense while deafened. | The creature can’t use its keensense while deafened. | ||
| - | === [Environment/ | + | ==== [Environment/ |
| The creature’s Stealth is [base + 5] while in [type of] terrain. | The creature’s Stealth is [base + 5] while in [type of] terrain. | ||
| - | === Ethereal Sight === | + | ==== Ethereal Sight ==== |
| The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. | The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. | ||
| - | === False Appearance === | + | ==== False Appearance |
| While the creature remains motionless, it is indistinguishable from a relevant object or its surroundings. | While the creature remains motionless, it is indistinguishable from a relevant object or its surroundings. | ||
| - | === Heightened [Sense] === | + | ==== Heightened [Sense] |
| The creature’s Perception is [base + 5] when perceiving by [sense]. | The creature’s Perception is [base + 5] when perceiving by [sense]. | ||
| - | === Illumination === | + | ==== Illumination |
| The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. | The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. | ||
| - | === Iron Scent === | + | ==== Iron Scent ==== |
| The creature can pinpoint, by scent, the location of ferrous metal within 30 feet of it. | The creature can pinpoint, by scent, the location of ferrous metal within 30 feet of it. | ||
| - | === Limited Telepathy === | + | ==== 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. | 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 === | + | ==== 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. | 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 === | + | ==== Speak with Beasts |
| The creature can communicate with Beasts as if they shared a language. | The creature can communicate with Beasts as if they shared a language. | ||
| - | === Sunlight Sensitivity === | + | ==== Sunlight Sensitivity |
| While in sunlight, the creature has disadvantage on attack rolls, and its Perception is [base − 5] when perceiving by sight. | While in sunlight, the creature has disadvantage on attack rolls, and its Perception is [base − 5] when perceiving by sight. | ||
| - | === Transparent === | + | ==== Transparent |
| While motionless, the creature’s Stealth is [base + 5], even when it is in plain sight. | While motionless, the creature’s Stealth is [base + 5], even when it is in plain sight. | ||
| - | === Treasure Sense === | + | ==== 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. | The creature can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. | ||
| - | |||
| - | ===== Damaging Aura ===== | ||
| - | |||
| - | Any creature who moves within 10 feet of this creature or who starts their turn there takes CR damage of a type appropriate for this creature. | ||
| - | |||
| - | Reskin this aura to meet your needs based on the damage type. A fire elemental can radiate an aura of fire, while an undead might radiate necrotic damage. You can also describe this effect as a magical aura dealing force damage or a holy aura dealing radiant damage, or even have a many-armed creature wielding swords to create an aura of slashing damage. | ||
| - | ===== Damaging Weapon ===== | ||
| - | |||
| - | This creature’s melee weapon attacks deal an extra CR damage of a type appropriate for the creature. | ||
| - | |||
| - | As with Damaging Aura, this trait can be customized for many types of creatures by choosing a thematic damage type. A warrior might wield a greatsword that deals extra fire or lightning damage as a boon bestowed by their god. A mini-boss undead could deal necrotic or cold damage to represent their innate supernatural power. | ||
| - | ===== Delights in Suffering ===== | ||
| - | |||
| - | When attacking a target whose current hit points are below half their hit point maximum, this creature has Advantage on attack rolls and deals an extra CR damage when they hit. | ||
| - | |||
| - | This trait makes a monster extremely dangerous in a tough fight, and encourages the characters to use healing resources. | ||
| - | ===== Frenzy ===== | ||
| - | |||
| - | At the start of their turn, this creature can gain Advantage on all melee weapon attack rolls made during this turn, but attack rolls against them have Advantage until the start of their next turn. | ||
| - | |||
| - | In addition to providing a combat boost for a foe, this trait can help accelerate a fight that’s gone on long enough, by letting the characters hit the last remaining foes more often. | ||
| - | |||
| - | ===== Lethal ===== | ||
| - | |||
| - | This creature has a +CR bonus to damage rolls, and scores a critical hit on an unmodified attack roll of 18–20. | ||
| - | |||
| - | This simple trait is a default you can use to increase the damage dealt by any monster. | ||
| - | ===== Mark the Target (Recharge 3–6) ===== | ||
| - | |||
| - | When this creature hits a target with a ranged attack, allies of this creature who can see the target have Advantage on attack rolls against the target until the start of this creature’s next turn. | ||
| - | |||
| - | Let a monster apply pressure to a specific target with this power, especially if that target is wounded or in a vulnerable position. Make the foe’s action obvious, so that the players know to react to it and can help the targeted character survive the ensuing focused fire. | ||
| - | ===== Not Dead Yet (1/Day) ===== | ||
| - | |||
| - | When this creature is reduced to 0 hit points, they drop Prone and are indistinguishable from a dead creature. At the start of their next turn, this creature stands up without using any movement and has 2 × CR hit points. They can then take their turn normally. | ||
| - | |||
| - | This trait can represent a clever combatant playing dead, a warrior with incredible resolve, or a creature such as an undead or an ooze who refuses to die. | ||
| - | ===== Quick Recovery ===== | ||
| - | |||
| - | At the start of this creature’s turn, they can attempt a saving throw against any effect on them that can be ended by a successful saving throw. | ||
| - | |||
| - | This power can protect vulnerable combatants and bosses from being shut down by spells. It can represent magical mastery, divine favor, luck, or a specific quality of the creature. As a variant, using this trait could require the foe to take 2 × CR damage if the new saving throw is successful, representing the exertion made to overcome the effect. | ||
| - | ===== Refuse to Surrender ===== | ||
| - | |||
| - | When this creature’s current hit points are below half their hit point maximum, the creature deals CR extra damage with each of their attacks. | ||
| - | |||
| - | This trait works best when given to a single important foe, and when you describe the monster’s refusal to surrender despite their many wounds. This lets the players know they can focus fire to finish the creature off, minimizing their damage potential. | ||
| - | ===== Sneaky ===== | ||
| - | |||
| - | This creature has Advantage on Dexterity (Stealth) checks. | ||
| - | |||
| - | Foes fighting in obscured areas or behind cover can benefit from this trait, which can represent natural camouflage or well-practiced skill. | ||
| - | |||
| - | //Source:// Lazy DM's Forge of Foes | ||
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