Difference between revisions of "Template:CreatureTrait"

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'''''{{#ifeq:{{{1|}}}|Damage Absorption|{{{variable|}}} Absorption|{{{1|Trait Name}}}}}.''''' {{
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'''''{{{1|Trait Name}}}.''''' {{#switch: {{{1|}}}
#ifeq:{{{1|}}}|Aggressive|As a {{BrownLink|bonus action}}, the {{{name|{{LC:{{PAGENAME}}}}}}} can move up to its speed toward a hostile creature that it can see.
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<!--Monster Manual-->
}}{{
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|Aggessive=As a {{BrownLink|bonus action}}, the {{{name|{{LC:{{PAGENAME}}}}}}} can move up to its speed toward a hostile creature that it can see.
#ifeq:{{{1|}}}|Amphibious|The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
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|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
}}{{
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|Ambusher=The {{{name|{{LC:{{PAGENAME
#ifeq:{{{1|}}}|Ambusher|The {{{name|{{LC:{{PAGENAME}}
 
 
}}<!--{{
 
}}<!--{{
#ifeq:{{{1|}}}|Innate Spellcasting|The {{{name|{{LC:{{PAGENAME}}}}}}}'s innate spellcasting ability is {{{ability|Charisma}}} (spell save DC {{{DC|12}}}{{#if:{{{hit|}}}|, {{{hit|}}} to hit with spell attacks}}).  The {{{name|{{LC:{{PAGENAME}}}}}}} can innately cast the following spells, {{{component|requiring no material components}}}.<br>{{#if:{{{atwill|}}}|:At will: {{{atwill|}}}<br>}}{{#if:{{{5day|}}}|:5/day each: {{{5day|}}}<br>}}{{#if:{{{4day|}}}|:4/day each: {{{4day|}}}<br>}}{{#if:{{{3day|}}}|:3/day each: {{{3day|}}}<br>}}{{#if:{{{2day|}}}|:2/day each: {{{2day|}}}<br>}}{{#if:{{{1day|}}}|:1/day each: {{{1day|}}}<br>}}
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|Innate Spellcasting|The {{{name|{{LC:{{PAGENAME}}}}}}}'s innate spellcasting ability is {{{ability|Charisma}}} (spell save DC {{{DC|12}#if:{{{hit|}}}|, {{{hit|}}} to hit with spell attacks}}).  The {{{name|{{LC:{{PAGENAME}}}}}}} can innately cast the following spells, {{{component|requiring no material components}}}.<br>{{#if:{{{atwill|}}}|:At will: {{{atwill|}}}<br>#if:{{{5day|}}}|:5/day each: {{{5day|}}}<br>#if:{{{4day|}}}|:4/day each: {{{4day|}}}<br>#if:{{{3day|}}}|:3/day each: {{{3day|}}}<br>#if:{{{2day|}}}|:2/day each: {{{2day|}}}<br>#if:{{{1day|}}}|:1/day each: {{{1day|}}}<br>}}
}}{{
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#ifeq:{{{1|}}}|Spellcasting|The {{{name|{{LC:{{PAGENAME}}}}}}} is a {{{level|1st}}} level spellcaster.  Its spellcasting ability is {{{ability|Intelligence}}} (spell save DC {{{DC|12}}}{{#if:{{{hit|}}}|, {{{hit|}}} to hit with spell attacks}}).  The {{{name|{{LC:{{PAGENAME}}}}}}} has the following {{#if:{{{class|}}}|{{Class|{{{class|}}}}}}} spells prepared:<br>{{#if:{{{atwill|}}}|:Cantrips (at will): {{{atwill|}}}<br>}}{{#if:{{{1spells|}}}|:1st level {{#if:{{{1slots|}}}|({{{1slots|}}} slots)}}: {{{1spells|}}}<br>}}{{#if:{{{2spells|}}}|:1st level {{#if:{{{2slots|}}}|({{{2slots|}}} slots)}}: {{{2spells|}}}<br>}}{{#if:{{{3spells|}}}|:1st level {{#if:{{{3slots|}}}|({{{3slots|}}} slots)}}: {{{3spells|}}}<br>}}{{#if:{{{4spells|}}}|:1st level {{#if:{{{4slots|}}}|({{{4slots|}}} slots)}}: {{{4spells|}}}<br>}}{{#if:{{{5spells|}}}|:1st level {{#if:{{{5slots|}}}|({{{5slots|}}} slots)}}: {{{5spells|}}}<br>}}{{#if:{{{6spells|}}}|:1st level {{#if:{{{6slots|}}}|({{{6slots|}}} slots)}}: {{{6spells|}}}<br>}}{{#if:{{{7spells|}}}|:1st level {{#if:{{{7slots|}}}|({{{7slots|}}} slots)}}: {{{7spells|}}}<br>}}{{#if:{{{8spells|}}}|:1st level {{#if:{{{8slots|}}}|({{{8slots|}}} slots)}}: {{{8spells|}}}<br>}}{{#if:{{{9spells|}}}|:1st level {{#if:{{{9slots|}}}|({{{9slots|}}} slots)}}: {{{9spells|}}}<br>}}
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|Spellcasting|The {{{name|{{LC:{{PAGENAME}}}}}}} is a {{{level|1st}}} level spellcaster.  Its spellcasting ability is {{{ability|Intelligence}}} (spell save DC {{{DC|12}#if:{{{hit|}}}|, {{{hit|}}} to hit with spell attacks}}).  The {{{name|{{LC:{{PAGENAME}}}}}}} has the following {{#if:{{{class|}}}|{{Class|{{{class|}}}}}}} spells prepared:<br>{{#if:{{{atwill|}}}|:Cantrips (at will): {{{atwill|}}}<br>#if:{{{1spells|}}}|:1st level {{#if:{{{1slots|}}}|({{{1slots|}}} slots)}}: {{{1spells|}}}<br>#if:{{{2spells|}}}|:1st level {{#if:{{{2slots|}}}|({{{2slots|}}} slots)}}: {{{2spells|}}}<br>#if:{{{3spells|}}}|:1st level {{#if:{{{3slots|}}}|({{{3slots|}}} slots)}}: {{{3spells|}}}<br>#if:{{{4spells|}}}|:1st level {{#if:{{{4slots|}}}|({{{4slots|}}} slots)}}: {{{4spells|}}}<br>#if:{{{5spells|}}}|:1st level {{#if:{{{5slots|}}}|({{{5slots|}}} slots)}}: {{{5spells|}}}<br>#if:{{{6spells|}}}|:1st level {{#if:{{{6slots|}}}|({{{6slots|}}} slots)}}: {{{6spells|}}}<br>#if:{{{7spells|}}}|:1st level {{#if:{{{7slots|}}}|({{{7slots|}}} slots)}}: {{{7spells|}}}<br>#if:{{{8spells|}}}|:1st level {{#if:{{{8slots|}}}|({{{8slots|}}} slots)}}: {{{8spells|}}}<br>#if:{{{9spells|}}}|:1st level {{#if:{{{9slots|}}}|({{{9slots|}}} slots)}}: {{{9spells|}}}<br>}}
}}--> {{{2|}}} {{#if:{{{nocat|}}}| |{{#ifeq:{{{1|}}}|Damage Absorption|{{TC|{{{variable|}}} Absorption}}|{{TC|{{{1}}}}}}}}}<noinclude>
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}}--> {{{2|}}} {{#if:{{{nocat|}}}| |{{TC|{{{1}}}}}}} <noinclude>
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See [[Template talk:CreatureTrait]] for examples of every included trait.
 
==Usage==
 
==Usage==
 
<pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre>
 
<pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre>

Revision as of 14:54, 5 January 2022

Trait Name. [[Category:Creatures with the {{{1}}} trait]]

See Template talk:CreatureTrait for examples of every included trait.

Usage

{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}

Default Descriptions

The description will automatically fill with the default text if the trait name is one of entries in the table below. If using this format, use the following template form instead.

{{CT|Trait Name
|name=
|variable=
}}
  • Name=The creature's name. If left blank, it defaults to the page's name.
  • Variable=Used by some descriptions. If left blank, it may default to the most common value for the given trait.
Trait Name Default Description Variable Examples
Aggressive As a bonus action, the creaturetrait can move up to its speed toward a hostile creature that it can see.
Ambusher The creaturetrait has advantage on attack rolls against any creature that has yet to act in combat.
Amphibious The creaturetrait can breathe air and water.
Amorphous The creaturetrait can move through a space as narrow as 1 inch wide without squeezing.
Angelic Weapons The creaturetrait's weapon attacks are magical. When the creaturetrait hits with any weapon, the weapon deals an extra variable radiant damage (included in the attack). 2d8, 5d8
Antimagic Susceptibility The creaturetrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the creaturetrait must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Avoidance If the creaturetrait is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Blood Frenzy The creaturetrait has advantage on melee attack rolls on any creature that doesn't have all its heart points.
Brute A melee weapon deals one extra die of its damage when the creaturetrait hits with it (included in the attack).
Chameleon Skin The creaturetrait has advantage on Dexterity (Stealth) checks made to hide.
Constructed Nature The creaturetrait doesn't require air, food, water, or sleep.
Corrode Metal Any nonmagical weapon made of metal that hits the creaturetrait corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made from metal or wood that hits the creaturetrait is destroyed after dealing damage.
The creaturetrait can eat through 2-inch thick, nonmagical wood or metal in 1 round.
Corrosive Form A creature that touches the creaturetrait or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made from metal or wood that hits the creaturetrait corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made from metal or wood that hits the creaturetrait is destroyed after dealing damage.
The creaturetrait can eat through 2-inch thick, nonmagical wood or metal in 1 round.
4 (1d8)
Damage Absorption Whenever the creaturetrait is subjected to '''variable''' damage, it takes no damage and instead gains a number of heart points equal to the variable damage dealt. Fire, Lightning
Damage Transfer When it is grappling another creature, the creaturetrait takes only half the damage dealt to it (rounded down), and the creature grappled by the creaturetrait takes the other half.
Devil's Sight Magical darkness doesn't impede the creaturetrait's darkvision.
Dive Attack If the creaturetrait is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra variable damage to the target. 1d6, 2d8, 3d10
Echolocation The creaturetrait can't use its blindsight while defeaned.
Electric Body If the the creaturetrait is hit with a melee attack, the attacker takes variable lightning damage.
Elemental Nature The creaturetrait doesn't require food, water, or sleep.
Elusive While its movement isn't reduced, the creaturetrait cannot be targeted with attacks made as reactions.
Exploitative The creaturetrait has advantage on attack rolls targeting any creature that has its speed reduced.
Fearsome Presence Any hostile creature that starts its turn within 120 feet of the creaturetrait that is detected by and aware of the creaturetrait must make a DC variable Charisma saving throw, or become frightened of it 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. If a creature has succeeded on this saving throw once within the past 8 hours, it automatically succeeds.
Evasion When the creaturetrait is subjected to an effect that allows a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
False Appearance While the creaturetrait remains motionless, it is indistinguishable from an ordinary object. a normal stalactite
Fey Ancestry The creaturetrait has advantage on saving throws against being charmed, and magic can't put the creaturetrait to sleep.
Flyby The creaturetrait doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Forest Camouflage The creaturetrait has advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
Heated Body A creature that touches the creaturetrait or hits it with a melee attack while within 5 feet of it takes variable fire damage. 5 (1d10), 7 (2d6)
Heated Weapons Any metal melee weapon the creaturetrait wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). 3 (1d6), 7 (2d6)
Grappler The creaturetrait has advantage on attack rolls against any creature grappled by it.
Hold Breath The creaturetrait can hold its breath for 30 minutes. 15, 30
Illumination The creaturetrait sheds bright light in a 15-foot radius and dim light for an additional 15 feet. 10, 30
Immortal Nature The creaturetrait doesn't require air, food, water, or sleep.
Immutable Form The creaturetrait is immune to any spell or effect that would alter its form.
Improved Iniative The creaturetrait has advantage on initiative rolls. If static initiative is used, the creature instead gains a +5 bonus to its initiative score.
Incorporeal Movement The creaturetrait 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.
Inscrutable The creaturetrait is immune to any effect that would sense its emotions or read its thoughts, as well as any divination that it refuses. Wisdom (Insight) checks made to ascertain the creaturetrait's intentions or sincerity have disadvantage.
Keen Senses The creaturetrait has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Keen Hearing The creaturetrait has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Hearing and Sight The creaturetrait has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Keen Hearing and Smell The creaturetrait has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Sight The creaturetrait has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight and Smell The creaturetrait has advantage on Wisdom (Perception) checks that rely on sight or smell.
Keen Smell The creaturetrait has advantage on Wisdom (Perception) checks that rely on smell.
Labyrinthe Recall The creaturetrait can perfectly recall any path it has traveled.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the creaturetrait can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the creaturetrait. A creature can benefit from only one Leadership die at a time. The effect ends if the creaturetrait is incapacitated.
Legendary Resistance (3/day.) If the creaturetrait fails a saving throw, it can choose to succeed instead. 1, 3
Limited Magic Immunity The creaturetrait is immune to spells of 6th level or lower unless it wished to be affected. It has advantage on saving throws against all other spells and magical effects. 1st, 6th
Magic Resistance The creaturetrait has advantage on saving throws against spells and other magical effects.
Magic Weapons The creaturetrait's weapon attacks are magical.
Magma Swim The creaturetrait can swim through molten rock as if it was water.
Martial Advantage Once per turn, the creaturetrait can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the creaturetrait that isn't incapacitated. 7 (2d6), 10 (3d6)
Mighty Marksman The creaturetrait adds both Strength and Dexterity to ranged weapon attack rolls. These attacks ignore half cover and three-quarters cover.
Mimicry The creaturetrait can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. 14
Motionless Invisibility If the creaturetrait ends its turn without moving, it becomes invisible until the start of its next turn.
Nimble Escape The creaturetrait can take the Disengage or Hide action as a bonus action on each of its turns.
Ooze Nature The creaturetrait doesn't require sleep.
Otherworldly Perception The creaturetrait can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. The creaturetrait can pinpoint such a creature if it is moving.
Pack Tactics The creaturetrait has advantage on an attack roll against a creature if at least one of the creaturetrait's allies is within 5 feet of the creature and the ally isn't incapcitated.
Parry The creaturetrait adds 2 to its AC against one melee attack that would hit it. To do so, the creaturetrait must see the attacker and be wielding a melee weapon. 2, 3, 5
Powerful Attacks A weapon attack deals one extra die of its damage when the creaturetrait hits with it (included in the attack), and these weapon attacks are magical.
Psychic Defense While the creaturetrait is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Rampage When the creaturetrait reduces a creature to 0 heart points with a melee attack on its turn, the creaturetrait can take a bonus action to move up to half its speed and make a Bite attack. Bite
Reactive The creaturetrait can take a reaction on every creature's turn in combat.
Reckless At the start of its turn, the creaturetrait can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Regeneration The creaturetrait regains 10 heart points at the start of its turn if it has at least 1 heart point. 10, 20
Rejuvenation If it dies, the creaturetrait returns to life in 1d6 days and regains all its heart points. Only a wish spell can prevent this trait from functioning. 1d6 days, 1d6 years
Relentless (Recharges after a Short or Long Rest). If the creaturetrait takes variable damage or less that would reduce it to 0 heart points, it is reduced to 1 heart point instead. 7, 10, 14
Shadow Camouflage While in dim light or darkness, the creaturetrait has advantage on Dexterity (Stealth) checks made to hide.
Shadow Stealth While in dim light or darkness, the creaturetrait can take the Hide action as a bonus action.
Siege Monster The creaturetrait deals double damage to objects and structures.
Slippery The creaturetrait has advantage on ability checks and saving throws made to escape a grapple.
Snow Camouflage The creaturetrait has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Spider Climb The creaturetrait can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stone Camouflage The creaturetrait has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Sunlight Sensitivity While in sunlight, the creaturetrait has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Weakness While in sunlight, the creaturetrait has disadvantage on attack rolls, ability checks, and saving throws.
Sure-Footed The creaturetrait has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Surprise Attack If the creaturetrait surprises a creature and hits it with an attack during the first round of combat, the target takes an extra variable damage from the attack. 7 (2d6)
Swamp Camouflage The creaturetrait has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny monstrosity. The swarm can't regain heart points or gain temporary heart points. Tiny monstrosity
Transparent Even when the creaturetrait is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a creaturetrait that has neither moved nor attacked. A creature that tries to enter the creaturetrait's space while unaware of it is surprised by the creaturetrait. 15, 20
Tunneler The creaturetrait can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. 10-foot-diameter
Turn Immunity The creaturetrait is immune to effects that turn undead.
Turn Resistance The creaturetrait has advantage on saving throws against any effect that turns undead.
Undead Fortitude If damage reduces the creaturetrait to 0 heart points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a crtical hit. On a success, the creaturetrait drops to 1 heart point instead. 2, 5, 10
Underwater Camouflage The creaturetrait has advantage on Dexterity (Stealth) checks made while underwater.
Undead Nature The creaturetrait does not require air, food, water, or sleep.
Water Breathing The creature can only breathe underwater.
Water-Walking The creature can move across the surface of calm water as if it was solid ground.
Web Sense While in contact with a web, the creaturetrait knows the exact location of any other creature in contact with the same web.
Web Walker The creaturetrait ignores movement restrictions caused by webbing.
Wounded Fury While it has 10 heart points or fewer, the creaturetrait has advantage on attack rolls. 10