Difference between revisions of "Template:CreatureTrait"

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'''''{{{1|Trait Name}}}.''''' {{#switch: {{{1|}}}
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{{#switch: {{{1|}}}
 +
|Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.'''''
 +
|Hearty='''''Hearty''' ({{{variable|1}}}/day).''
 +
|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).''
 +
|Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).''
 +
|Relentless='''''Relentless''' (1/day).''
 +
|'''''{{{1|Trait Name}}}.'''''}} {{{2|{{#switch: {{{1|}}}
 +
|=Unknown effect.
 +
 
 
<!--Monster Manual-->
 
<!--Monster Manual-->
 
|Aggessive=As a {{BrownLink|bonus action}}, the {{{name|{{LC:{{PAGENAME}}}}}}} can move up to its speed toward a hostile creature that it can see.
 
|Aggessive=As a {{BrownLink|bonus action}}, the {{{name|{{LC:{{PAGENAME}}}}}}} can move up to its speed toward a hostile creature that it can see.
 +
 
|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
 
|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
|Ambusher=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls against any creature that has yet to act in {{BL|combat}}.
+
 
 +
|Ambusher=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls targeting any creature that has yet to have a turn in this {{BL|combat}}.
 +
 
 
|Amorphous=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without {{BrownLink|squeezing}}.
 
|Amorphous=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without {{BrownLink|squeezing}}.
 +
 
|Angelic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.  When the {{{name|{{LC:{{PAGENAME}}}}}}} hits with any weapon, the weapon deals an extra {{{variable|'''variable'''}}} {{BrownLink|radiant damage}} (included in the attack).
 
|Angelic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.  When the {{{name|{{LC:{{PAGENAME}}}}}}} hits with any weapon, the weapon deals an extra {{{variable|'''variable'''}}} {{BrownLink|radiant damage}} (included in the attack).
|Antimagic Susceptibility=The {{{name|{{LC:{{PAGENAME}}}}}}} is {{BrownLink|incapacitated}} while in the area of an ''{{BrownLink|antimagic field}}''. If targeted by ''{{BrownLink|dispel magic}}'', the {{{name|{{LC:{{PAGENAME}}}}}}} must succeed on a {{BrownLink|Constitution}} saving throw against the caster's spell save DC or fall {{BrownLink|unconscious}} for 1 minute.
+
 
 +
|Antimagic Susceptibility=The {{{name|{{LC:{{PAGENAME}}}}}}} is {{BL|Unconscious}} while in the area of an antimagic field. Any effect which destroys or disables a magic item has the same effect on the {{{name|{{LC:{{PAGENAME}}}}}}}.
 +
 
 
|Avoidance=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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.
 
|Avoidance=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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.
 +
 
|Brave=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|frightened}}.
 
|Brave=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|frightened}}.
 +
 
|Brute=A melee weapon deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack).
 
|Brute=A melee weapon deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack).
 +
 
|Constructed Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|Constructed Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 +
 
|Corrode Metal=Any nonmagical weapon made of metal that hits the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage.{{a}}The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 {{BrownLink|round}}.
 
|Corrode Metal=Any nonmagical weapon made of metal that hits the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage.{{a}}The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 {{BrownLink|round}}.
  
|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}.
 
 
|Damage Absorption=Whenever the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to {{BrownLink|{{{variable|'''variable'''}}} damage}}, it takes no damage and instead gains a number of {{hp}} equal to the {{{variable|'''variable'''}}} damage dealt.
 
|Damage Absorption=Whenever the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to {{BrownLink|{{{variable|'''variable'''}}} damage}}, it takes no damage and instead gains a number of {{hp}} equal to the {{{variable|'''variable'''}}} damage dealt.
 +
 
|Damage Transfer=When it is {{BrownLink|Combat#Grappling|grappling}} another creature, the {{{name|{{LC:{{PAGENAME}}}}}}} takes only half the damage dealt to it (rounded down), and the creature grappled by the {{{name|{{LC:{{PAGENAME}}}}}}} takes the other half.  
 
|Damage Transfer=When it is {{BrownLink|Combat#Grappling|grappling}} another creature, the {{{name|{{LC:{{PAGENAME}}}}}}} takes only half the damage dealt to it (rounded down), and the creature grappled by the {{{name|{{LC:{{PAGENAME}}}}}}} takes the other half.  
 +
 +
|Deflect=When it would be hit by a ranged attack, {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|2}}} to its AC, potentially turning the hit into a miss.
 +
 
|Devil Sight=Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s {{BrownLink|darkvision}}.
 
|Devil Sight=Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s {{BrownLink|darkvision}}.
 +
 
|Dive Attack=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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|'''variable'''}}} damage to the target.
 
|Dive Attack=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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|'''variable'''}}} damage to the target.
 +
 
|Echolocation=The {{{name|{{LC:{{PAGENAME}}}}}}} can't use its {{BrownLink|blindsight}} while {{BrownLink|deafened}}.
 
|Echolocation=The {{{name|{{LC:{{PAGENAME}}}}}}} can't use its {{BrownLink|blindsight}} while {{BrownLink|deafened}}.
 +
 
|Electric Body=If the the {{{name|{{LC:{{PAGENAME}}}}}}} is hit with a melee attack, the attacker takes {{{variable|'''variable'''}}} lightning damage.
 
|Electric Body=If the the {{{name|{{LC:{{PAGENAME}}}}}}} is hit with a melee attack, the attacker takes {{{variable|'''variable'''}}} lightning damage.
 +
 
|Elemental Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|Elemental Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
|Elusive=While its movement isn't reduced, the {{{name|{{LC:{{PAGENAME}}}}}}} cannot be targeted with attacks made as {{BrownLink|reactions}}.
+
 
|Exploitative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|attack roll|attack rolls}} targeting any creature that has its {{BL|speed}} reduced.
 
|Fearsome Presence=Any hostile creature that starts its turn within 120 feet of the lynel and is aware of it must make a DC {{{variable|'''variable'''}}} {{BL|Charisma}} {{BL|saving throw}}, or become {{BL|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.
 
|Perseverance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check or saving throw to avoid {{BL|exhaustion}} or being {{BL|poisoned}}.  It can thrive on one-quarter of the {{BL|Food and Water|food and water}} normally needed for a creature of its size.
 
|Enduring Resistance={{#if:{{{variable2|}}}|''({{{variable2|3}}}/day).''&nbsp;}}If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a {{BL|saving throw}}, it can reduce its remaining {{hp}} by {{{variable|20}}} to succeed instead.
 
 
|Evasion=When the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to an effect that allows a {{BrownLink|Dexterity}} {{BrownLink|saving throw}} to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
 
|Evasion=When the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to an effect that allows a {{BrownLink|Dexterity}} {{BrownLink|saving throw}} to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
 +
 
|Fey Ancestry=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BrownLink|charmed}}, and magic can't put the {{{name|{{LC:{{PAGENAME}}}}}}} to sleep.
 
|Fey Ancestry=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BrownLink|charmed}}, and magic can't put the {{{name|{{LC:{{PAGENAME}}}}}}} to sleep.
|Flyby=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't provoke an {{BrownLink|opportunity attack}} when it flies out of an enemy's reach.
+
 
 +
|Flyby=While it is flying, the {{{name|{{LC:{{PAGENAME}}}}}}}'s movement doesn't provoke {{BL|reaction|reactions}}.
 +
 
 
|Forest Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
 
|Forest Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
 +
 
|Grappler=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls against any creature {{BrownLink|grappled}} by it.
 
|Grappler=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls against any creature {{BrownLink|grappled}} by it.
 +
 
|Heated Body=A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} or hits it with a melee attack while within 5 feet of the {{{name|{{LC:{{PAGENAME}}}}}}} takes {{{variable|'''variable'''}}} {{BrownLink|fire damage}}.
 
|Heated Body=A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} or hits it with a melee attack while within 5 feet of the {{{name|{{LC:{{PAGENAME}}}}}}} takes {{{variable|'''variable'''}}} {{BrownLink|fire damage}}.
 +
 
|Heated Weapons=Any metal melee weapon the {{{name|{{LC:{{PAGENAME}}}}}}} wields deals an extra {{{variable|3 (1d6)}}} fire damage on a hit (included in the attack).
 
|Heated Weapons=Any metal melee weapon the {{{name|{{LC:{{PAGENAME}}}}}}} wields deals an extra {{{variable|3 (1d6)}}} fire damage on a hit (included in the attack).
 +
 
|Hold Breath=The {{{name|{{LC:{{PAGENAME}}}}}}} can hold its breath for {{{variable|30}}} minutes.  
 
|Hold Breath=The {{{name|{{LC:{{PAGENAME}}}}}}} can hold its breath for {{{variable|30}}} minutes.  
 +
 
|Illumination=The {{{name|{{LC:{{PAGENAME}}}}}}} sheds bright light in a {{{variable|15}}}-foot radius and dim light for an additional {{{variable|15}}} feet.
 
|Illumination=The {{{name|{{LC:{{PAGENAME}}}}}}} sheds bright light in a {{{variable|15}}}-foot radius and dim light for an additional {{{variable|15}}} feet.
 +
 
|Immortal Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|Immortal Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 +
 
|Immutable Form=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form.
 
|Immutable Form=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form.
|Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|initiative}} rolls.  If static initiative is used, the creature instead gains a +5 bonus to its initiative score.
+
 
 
|Incorporeal Movement=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through other creatures and objects as if they were {{BrownLink|difficult terrain}}.  It takes 5 (1d10) {{BrownLink|force damage}} if it ends its turn inside an object.
 
|Incorporeal Movement=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through other creatures and objects as if they were {{BrownLink|difficult terrain}}.  It takes 5 (1d10) {{BrownLink|force damage}} if it ends its turn inside an object.
|Inscrutable=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any effect that would sense its emotions or read its thoughts, as well as any {{BrownLink|divination}} that it refuses.  {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) checks made to ascertain the {{{name|{{LC:{{PAGENAME}}}}}}}'s intentions or sincerity have {{BrownLink|disadvantage}}.
+
 
 +
|Inscrutable=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any effect that would sense its emotions or read its thoughts, as well as any {{BrownLink|divination}} that it refuses.  {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) checks made to ascertain the {{{name|{{LC:{{PAGENAME}}}}}}}'s intentions or sincerity have  
 +
{{BrownLink|disadvantage}}.
 +
 
 
|Keen Hearing=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing.
 
|Keen Hearing=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing.
 +
 
|Keen Hearing and Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or sight.
 
|Keen Hearing and Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or sight.
 +
 
|Keen Hearing and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or smell.
 
|Keen Hearing and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or smell.
 +
 
|Keen Senses=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight, hearing, or smell.
 
|Keen Senses=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight, hearing, or smell.
 +
 
|Keen Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight.
 
|Keen Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight.
 +
 
|Keen Sight and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight or smell.
 
|Keen Sight and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight or smell.
 +
 
|Keen Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on smell.
 
|Keen Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on smell.
 +
 
|Labyrinthe Recall=The {{{name|{{LC:{{PAGENAME}}}}}}} can perfectly recall any path it has traveled.
 
|Labyrinthe Recall=The {{{name|{{LC:{{PAGENAME}}}}}}} can perfectly recall any path it has traveled.
 +
 
|Leadership=''(Recharges after a Short or Long Rest).''  For 1 minute, the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}}.  A creature can benefit from only one Leadership die at a time.  The effect ends if the {{{name|{{LC:{{PAGENAME}}}}}}} is {{BrownLink|incapacitated}}.
 
|Leadership=''(Recharges after a Short or Long Rest).''  For 1 minute, the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}}.  A creature can benefit from only one Leadership die at a time.  The effect ends if the {{{name|{{LC:{{PAGENAME}}}}}}} is {{BrownLink|incapacitated}}.
|Legendary Resistance=''({{{variable|3}}}/day).''  If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a saving throw, it can choose to succeed instead.
+
 
 +
|Legendary Resistance=If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a saving throw, it can choose to succeed instead.
 +
 
 
|Limited Magic Immunity=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to spells of {{{variable|6th}}} level or lower unless it wished to be affected.  It has advantage on saving throws against all other spells and magical effects.
 
|Limited Magic Immunity=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to spells of {{{variable|6th}}} level or lower unless it wished to be affected.  It has advantage on saving throws against all other spells and magical effects.
 +
 
|Magic Resistance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against spells and other magical effects.
 
|Magic Resistance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against spells and other magical effects.
 +
 
|Magic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.
 
|Magic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.
 +
 
|Magma Swim=The {{{name|{{LC:{{PAGENAME}}}}}}} can swim through molten rock as if it was water.
 
|Magma Swim=The {{{name|{{LC:{{PAGENAME}}}}}}} can swim through molten rock as if it was water.
 +
 
|Martial Advantage=Once per turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can deal an extra {{{variable|7 (2d6)}}} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the {{{name|{{LC:{{PAGENAME}}}}}}} that isn't {{BrownLink|incapacitated}}.
 
|Martial Advantage=Once per turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can deal an extra {{{variable|7 (2d6)}}} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the {{{name|{{LC:{{PAGENAME}}}}}}} that isn't {{BrownLink|incapacitated}}.
  
|Mimicry|The {{{name|{{LC:{{PAGENAME}}}}}}} can mimic any sounds it has heard, including voices.  A creature that hears the sounds can tell they are imitations with a successful DC {{{variable|14}}} {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) check.  
+
|Mimicry=The {{{name|{{LC:{{PAGENAME}}}}}}} can mimic any sounds it has heard, including voices.  A creature that hears the sounds can tell they are imitations with a successful DC {{{variable|14}}} {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) check.
 +
 
 +
|Nimble Escape=The {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Disengage}} or {{BrownLink|Hide}} action as a {{BrownLink|bonus action}} on each of its turns.
 +
 
 +
|Ooze Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Restless|sleep]].
 +
 
 +
|Otherworldly Perception=The {{{name|{{LC:{{PAGENAME}}}}}}} can sense the presence of any creature within 30 feet of it that is {{BrownLink|invisible}} or on the {{BrownLink|Ethereal Plane}}.  The {{{name|{{LC:{{PAGENAME}}}}}}} can pinpoint such a creature if it is moving.
 +
 
 +
|Pack Tactics=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on an attack roll against a creature if at least one of the {{{name|{{LC:{{PAGENAME}}}}}}}'s allies {{#ifeq:{{{variable|}}}|mounted|(excluding any {{BL|Mounted Combat|mounted}} ally)}} is within 5 feet of the creature and the ally isn't {{BrownLink|incapacitated}}.
  
|Motionless Invisibility|If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn.
+
|Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier.
  
|Nimble Escape|The {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Disengage}} or {{BrownLink|Hide}} action as a {{BrownLink|bonus action}} on each of its turns.
+
|Rampage=When the {{{name|{{LC:{{PAGENAME}}}}}}} reduces a creature to 0 {{hp}} with a melee attack on its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can take a bonus action to move up to half its speed and make a {{{variable|Bite}}} attack.
  
|Ooze Nature|The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Restless|sleep]].
+
|Reactive=The {{{name|{{LC:{{PAGENAME}}}}}}} can take a {{BrownLink|reaction}} on every creature's turn in combat.
  
|Otherworldly Perception|The {{{name|{{LC:{{PAGENAME}}}}}}} can sense the presence of any creature within 30 feet of it that is {{BrownLink|invisible}} or on the {{BrownLink|Ethereal Plane}}.  The {{{name|{{LC:{{PAGENAME}}}}}}} can pinpoint such a creature if it is moving.
+
|Reckless=At the start of its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can gain {{BrownLink|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.
  
|Pack Tactics|The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on an attack roll against a creature if at least one of the {{{name|{{LC:{{PAGENAME}}}}}}}'s allies is within 5 feet of the creature and the ally isn't {{BrownLink|incapacitated}}.
+
|Regeneration=The {{{name|{{LC:{{PAGENAME}}}}}}} regains {{{variable|10}}} {{hp}} at the start of its turn if it has at least 1 {{BrownLink|heart points|heart point}}.
  
|Parry|The {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|2}}} to its AC against one melee attack that would hit itTo do so, the {{{name|{{LC:{{PAGENAME}}}}}}} must see the attacker and be wielding a melee weapon.
+
|Rejuvenation=If it dies, the {{{name|{{LC:{{PAGENAME}}}}}}} returns to life in {{{variable|1d6 days}}} and regains all its {{hp}}Only a {{S|Wish}} spell can prevent this trait from functioning.
  
|Powerful Attacks|A weapon attack deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack), and these weapon attacks are magical.
+
|Relentless=If the {{{name|{{LC:{{PAGENAME}}}}}}} takes {{{variable|'''variable'''}}} damage or less that would reduce it to 0 {{hp}}, it is reduced to 1 heart point instead.
  
|Psychic Defense|While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier.
+
|Shadow Camouflage=While in {{BL|dim light}} or {{BL|darkness}}, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) {{BL|ability check|checks}} made to {{BL|hide}}.
  
|Rampage|When the {{{name|{{LC:{{PAGENAME}}}}}}} reduces a creature to 0 {{hp}} with a melee attack on its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can take a bonus action to move up to half its speed and make a {{{variable|Bite}}} attack.
+
|Shadow Stealth=While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Hide}} action as a bonus action.
  
|Reactive|The {{{name|{{LC:{{PAGENAME}}}}}}} can take a {{BrownLink|reaction}} on every creature's turn in combat.
+
|Siege Monster=The {{{name|{{LC:{{PAGENAME}}}}}}} deals double damage to objects and structures.
  
|Reckless|At the start of its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can gain {{BrownLink|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.
+
|Slippery=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on ability checks and saving throws made to escape a {{BrownLink|grapple}}.
  
|Regeneration|The {{{name|{{LC:{{PAGENAME}}}}}}} regains {{{variable|10}}} {{hp}} at the start of its turn if it has at least 1 {{BrownLink|heart points|heart point}}.
+
|Snow Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in snowy terrain.
  
|Rejuvenation|If it dies, the {{{name|{{LC:{{PAGENAME}}}}}}} returns to life in {{{variable|1d6 days}}} and regains all its {{hp}}.  Only a {{S|Wish}} spell can prevent this trait from functioning.
+
|Spider Climb=The {{{name|{{LC:{{PAGENAME}}}}}}} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  
|Relentless|''(Recharges after a Short or Long Rest).'' If the {{{name|{{LC:{{PAGENAME}}}}}}} takes {{{variable|'''variable'''}}} damage or less that would reduce it to 0 {{hp}}, it is reduced to 1 heart point instead.
+
|Stone Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in rocky terrain.
  
|Shadow Camouflage|While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) {{BL|ability check|checks}} made to {{BL|hide}}.
+
|Sunlight Sensitivity=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, as well as on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight.
  
|Shadow Stealth|While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Hide}} action as a bonus action.
+
|Sunlight Weakness=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws.
  
|Siege Monster|The {{{name|{{LC:{{PAGENAME}}}}}}} deals double damage to objects and structures.
+
|Sure-Footed=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on all {{BL|ability check|ability checks}} and {{BL|saving throw|saving throws}} made to prevent it from being knocked prone.
  
|Slippery|The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on ability checks and saving throws made to escape a {{BrownLink|grapple}}.
+
|Surprise Attack=If the {{{name|{{LC:{{PAGENAME}}}}}}} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra {{{variable|'''variable'''}}} damage from the attack.
  
|Snow Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in snowy terrain.
+
|Swamp Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in swampy terrain.  
  
|Spider Climb|The {{{name|{{LC:{{PAGENAME}}}}}}} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
+
|Swarm=The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a {{{variable|'''Tiny monstrosity'''}}}. The swarm can't regain {{hp}} or gain {{thp}}.
  
|Stone Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in rocky terrain.
+
|Tunneler=The {{{name|{{LC:{{PAGENAME}}}}}}} can burrow through solid rock at half its burrow speed and leaves a {{{variable|5-foot-diameter}}} tunnel in its wake.
  
|Sunlight Sensitivity|While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, as well as on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight.
+
|Turn Immunity=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to effects that turn undead.
  
|Sunlight Weakness|While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws.
+
|Turn Resistance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against any effect that turns undead.
  
|Sure-Footed|The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Strength}} and {{BrownLink|Dexterity}} saving throws made against effects that would knock it {{BrownLink|prone}}.
+
|Undead Fortitude=If damage reduces the {{{name|{{LC:{{PAGENAME}}}}}}} to 0 {{hp}}, it must make a {{BrownLink|Constitution}} saving throw with a DC of {{{variable|5}}} + the damage taken, unless the damage is {{BrownLink|radiant damage|radiant}} or from a crtical hit.  On a success, the {{{name|{{LC:{{PAGENAME}}}}}}} drops to 1 heart point instead.
  
|Surprise Attack|If the {{{name|{{LC:{{PAGENAME}}}}}}} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra {{{variable|'''variable'''}}} damage from the attack.
+
|Undead Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} does not require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
  
|Swamp Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in swampy terrain.  
+
|Water Breathing=The {{{name|{{LC:{{PAGENAME}}}}}}} can only {{BL|Suffocation|breathe}} underwater.
  
|Swarm|The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a {{{variable|'''Tiny monstrosity'''}}}. The swarm can't regain {{hp}} or gain {{thp}}.
+
|Water Susceptibility=For every 5 feet the monster moves in water, or for every gallon of water splashed on it, it takes {{{variable|1}}} cold damage.  
  
|Transparent|Even when the {{{name|{{LC:{{PAGENAME}}}}}}} is in plain sight, it takes a successful DC {{{variable|15}}} {{wis}} ({{BrownLink|Perception}}) check to spot a {{{name|{{LC:{{PAGENAME}}}}}}} that has neither moved nor attacked.  A creature that tries to enter the {{{name|{{LC:{{PAGENAME}}}}}}}'s space while unaware of it is {{BrownLink|surprised}} by the {{{name|{{LC:{{PAGENAME}}}}}}}.
+
|Web Sense=While in contact with a web, the {{{name|{{LC:{{PAGENAME}}}}}}} knows the exact location of any other creature in contact with the same web.
  
|Tunneler|The {{{name|{{LC:{{PAGENAME}}}}}}} can burrow through solid rock at half its burrow speed and leaves a {{{variable|5-foot-diameter}}} tunnel in its wake.
+
|Web Walker=The {{{name|{{LC:{{PAGENAME}}}}}}} ignores movement restrictions caused by webbing.
  
|Turn Immunity|The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to effects that turn undead.
+
|Wounded Fury=While it has {{{variable|10}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
  
|Turn Resistance|The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against any effect that turns undead.
+
<!--
 +
Inferred, derived, unknown, or other
 +
-->
 +
|Chameleon Skin=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide.
  
|Undead Fortitude|If damage reduces the {{{name|{{LC:{{PAGENAME}}}}}}} to 0 {{hp}}, it must make a {{BrownLink|Constitution}} saving throw with a DC of {{{variable|5}}} + the damage taken, unless the damage is {{BrownLink|radiant damage|radiant}} or from a crtical hit.  On a success, the {{{name|{{LC:{{PAGENAME}}}}}}} drops to 1 heart point instead.
+
|Corrosive Form=A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} or hits it with a melee attack while within 5 feet of it takes {{{variable|4 (1d8)}}} {{BrownLink|acid damage}}.  Any nonmagical weapon made from metal or wood that hits the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage{{a}}:The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 {{BrownLink|round}}.
  
|Undead Nature|The {{{name|{{LC:{{PAGENAME}}}}}}} does not require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
+
|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}.
  
|Underwater Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made while underwater.
+
|Hearty=If the {{{name|{{LC:{{PAGENAME}}}}}}} would be reduced to 0 heart points but not killed outright, it is reduced to 1 heart point instead.
  
|Water Breathing|The {{{name|{{LC:{{PAGENAME}}}}}}} can only {{BL|Suffocation|breathe}} underwater.
+
|Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any {{BL|ability check}} it makes to determine turn order in {{BL|combat}}.
  
|Water-Walking|The {{{name|{{LC:{{PAGENAME}}}}}}} can move across the surface of calm water as if it was solid ground.
+
|Powerful Attacks=A weapon attack deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack), and these weapon attacks are magical.
  
|Web Sense|While in contact with a web, the {{{name|{{LC:{{PAGENAME}}}}}}} knows the exact location of any other creature in contact with the same web.
+
|Water-Walking=The {{{name|{{LC:{{PAGENAME}}}}}}} can move across the surface of calm water as if it was solid ground.
  
|Web Walker|The {{{name|{{LC:{{PAGENAME}}}}}}} ignores movement restrictions caused by webbing.
+
|Underwater Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made while underwater.
 +
 
 +
<!--
 +
LoH originals
 +
-->
 +
 
 +
|Deflect=When it would be hit by a ranged attack, {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|2}}} to its AC, potentially turning the hit into a miss.
 +
 
 +
|Enduring Resistance=If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a {{BL|saving throw}}, it can reduce its remaining {{hp}} by {{{variable|20}}} to succeed instead.
 +
 
 +
|Erratic Movement=While its movement isn't reduced, the {{{name|{{LC:{{PAGENAME}}}}}}} cannot be targeted with attacks made as {{BrownLink|reactions}}.
 +
 
 +
|Exploitative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|attack roll|attack rolls}} targeting any creature that has its {{BL|speed}} reduced.
 +
 
 +
|Fearsome Presence=Any hostile creature that starts its turn within 120 feet of the lynel and is aware of it must make a DC {{{variable|'''variable'''}}} {{BL|Charisma}} {{BL|saving throw}}, or become {{BL|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.
 +
 
 +
|Gleaming Haste=The {{{name|{{LC:{{PAGENAME}}}}}}} can take {{{variable|2}}} actions on each of its turns.
 +
 
 +
|Marine Movement=Swimming doesn't reduce the {{{name|{{LC:{{PAGENAME}}}}}}}'s remaining walking speed for the turn, and walking doesn't reduce its remaining swim speed for the turn.
  
|Wounded Fury|While it has {{{variable|10}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
 
<!--Inferred/other/unknown-->
 
|Chameleon Skin=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide.
 
|Corrosive Form=A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} or hits it with a melee attack while within 5 feet of it takes {{{variable|4 (1d8)}}} {{BrownLink|acid damage}}.  Any nonmagical weapon made from metal or wood that hits the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage{{a}}:The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 {{BrownLink|round}}.
 
<!--LoH originals-->
 
 
|Mighty Marksman=The {{{name|{{LC:{{PAGENAME}}}}}}} adds both {{BL|Strength}} and {{BL|Dexterity}} to ranged weapon attack rolls.  These attacks ignore {{BL|half cover}} and {{BL|three-quarters cover}}.
 
|Mighty Marksman=The {{{name|{{LC:{{PAGENAME}}}}}}} adds both {{BL|Strength}} and {{BL|Dexterity}} to ranged weapon attack rolls.  These attacks ignore {{BL|half cover}} and {{BL|three-quarters cover}}.
}}<!--{{
 
|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>}}
 
  
|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>}}
+
|Motionless Invisibility=If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn.
}}--> {{{2|}}} {{#if:{{{nocat|}}}| |{{TC|{{{1}}}}}}} <noinclude>
+
 
 +
|Multi-Action=The {{{name|{{LC:{{PAGENAME}}}}}}} can take {{{variable|2}}} actions on each of its turns{{#ifeq:{{{repeat|}}}|yes||, but can't use the same action twice in one turn}}.
 +
 
 +
|Native=In {{{variable|forest}}} terrain, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on all {{BL|Wisdom}} ({{BL|Survival}}) {{BL|ability check|checks}}.
 +
 
 +
|Pack Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is within 5 feet of an ally that isn't {{BrownLink|incapacitated}}, attack rolls targeting the {{{name|{{LC:{{PAGENAME}}}}}}} have {{BrownLink|disadvantage}}.
 +
 
 +
|Perseverance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check or saving throw to avoid {{BL|exhaustion}} or being {{BL|poisoned}}.  It can thrive on one-quarter of the {{BL|Food and Water|food and water}} normally needed for a creature of its size.
 +
 
 +
|Rooted=The {{{name|{{LC:{{PAGENAME}}}}}}} is planted in the ground. Its base walking speed cannot increase above 0 feet. It has {{BL|advantage}} on all {{BL|saving throw|saving throws}} and {{BL|ability check|ability checks}} to remain in its position. If the {{{name|{{LC:{{PAGENAME}}}}}}} is forced from its position but not reduced to 0 heart points, it dies at the end of its next turn.
 +
 
 +
|Woodlander=In forest terrain, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check it makes using {{BL|Stealth}} or {{BL|Survival}}.
 +
 
 +
|Undying=The {{{name|{{LC:{{PAGENAME}}}}}}} can't be reduced to 0 {{hp}} by taking {{{variable|5}}} or less damage at once.  At least {{#expr: {{{variable|5}}}+1}} damage must be dealt at once, otherwise the {{{name|{{LC:{{PAGENAME}}}}}}} always retains at least 1 {{BL|heart point}}.
 +
}}}}}<noinclude>
 +
 
 +
 
  
 
See [[Template talk:CreatureTrait]] for examples of every included trait.
 
See [[Template talk:CreatureTrait]] for examples of every included trait.
Line 186: Line 272:
 
</pre>
 
</pre>
 
-->
 
-->
===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.
 
 
<pre>{{CT|Trait Name
 
|name=
 
|variable=
 
}}</pre>
 
*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.
 
 
{| class=wikitable width=100%
 
! Trait Name !! Default Description !! Variable Examples
 
|-
 
! {{CTC|Aggressive}}
 
| As a [[bonus action]], the {{LC:{{PAGENAME}}}} can move up to its speed toward a hostile creature that it can see. ||
 
|-
 
! {{CTC|Ambusher}}
 
|The {{LC:{{PAGENAME}}}} has [[advantage]] on attack rolls against any creature that has yet to act in [[combat]]. ||
 
|-
 
! {{CTC|Amphibious}}
 
|The {{LC:{{PAGENAME}}}} can breathe air and water. ||
 
|-
 
! {{CTC|Amorphous}}
 
|The {{LC:{{PAGENAME}}}} can move through a space as narrow as 1 inch wide without [[squeezing]]. ||
 
|-
 
! {{CTC|Angelic Weapons}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.  When the {{{name|{{LC:{{PAGENAME}}}}}}} hits with any weapon, the weapon deals an extra {{{variable|'''variable'''}}} [[radiant damage]] (included in the attack). || 2d8,&nbsp;5d8
 
|-
 
! {{CTC|Antimagic Susceptibility}}
 
| The {{LC:{{PAGENAME}}}} is [[incapacitated]] while in the area of an ''[[antimagic field]]''.  If targeted by ''[[dispel magic]]'', the {{LC:{{PAGENAME}}}} must succeed on a [[Constitution]] saving throw against the caster's spell save DC or fall [[unconscious]] for 1 minute. ||
 
|-
 
! {{CTC|Avoidance}}
 
| If the {{LC:{{PAGENAME}}}} 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. ||
 
|-
 
! {{CTC|Blood Frenzy}}
 
| The {{LC:{{PAGENAME}}}} has [[advantage]] on melee attack rolls on any creature that doesn't have all its {{hp}}. ||
 
|-
 
! {{CTC|Brute}}
 
|A melee weapon deals one extra die of its damage when the {{LC:{{PAGENAME}}}} hits with it (included in the attack). ||
 
|-
 
! {{CTC|Chameleon Skin}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Dexterity]] ([[Stealth]]) checks made to hide. ||
 
|-
 
! {{CTC|Constructed Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]]. ||
 
|-
 
! {{CTC|Corrode Metal}}
 
| Any nonmagical weapon made of metal that hits the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage.
 
:The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 [[round]].
 
|
 
|-
 
! {{CTC|Corrosive Form}}
 
| A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}} is destroyed after dealing damage.
 
:The {{{name|{{LC:{{PAGENAME}}}}}}} can eat through 2-inch thick, nonmagical wood or metal in 1 [[round]].
 
|  4 (1d8)
 
|-
 
! Damage Absorption
 
| Whenever the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to [[{{{variable|'''variable'''}}} damage]], it takes no damage and instead gains a number of {{hp}} equal to the {{{variable|'''variable'''}}} damage dealt. || Fire, Lightning
 
|-
 
! {{CTC|Damage Transfer}}
 
| When it is [[grappled|grappling]] another creature, the {{{name|{{LC:{{PAGENAME}}}}}}} takes only half the damage dealt to it (rounded down), and the creature grappled by the {{{name|{{LC:{{PAGENAME}}}}}}} takes the other half. ||
 
|-
 
! {{CTC|Devil's Sight}}
 
| Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s [[darkvision]]. ||
 
|-
 
! {{CTC|Dive Attack}}
 
| If the {{{name|{{LC:{{PAGENAME}}}}}}} 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|'''variable'''}}} damage to the target. || 1d6,&nbsp;2d8, 3d10
 
|-
 
! {{CTC|Echolocation}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can't use its [[blindsight]] while [[defeaned]]. ||
 
|-
 
! {{CTC|Electric Body}}
 
| If the the {{{name|{{LC:{{PAGENAME}}}}}}} is hit with a melee attack, the attacker takes {{{variable|'''variable'''}}} lightning damage.
 
|-
 
! {{CTC|Elemental Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|-
 
! {{CTC|Elusive}}
 
| While its movement isn't reduced, the {{{name|{{LC:{{PAGENAME}}}}}}} cannot be targeted with attacks made as {{BrownLink|reactions}}.
 
|-
 
! {{CTC|Exploitative}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|attack roll|attack rolls}} targeting any creature that has its {{BL|speed}} reduced.
 
|-
 
! {{CTC|Fearsome Presence}}
 
| Any hostile creature that starts its turn within 120 feet of the {{{name|{{LC:{{PAGENAME}}}}}}} that is detected by and aware of the {{{name|{{LC:{{PAGENAME}}}}}}} must make a DC {{{variable|'''variable'''}}} {{BL|Charisma}} {{BL|saving throw}}, or become {{BL|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.
 
|-
 
! {{CTC|Evasion}}
 
| When the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to an effect that allows a {{BrownLink|Dexterity}} {{BrownLink|saving throw}} to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
 
|-
 
! {{CTC|False Appearance}}
 
| While the {{{name|{{LC:{{PAGENAME}}}}}}} remains motionless, it is indistinguishable from {{{variable|'''an ordinary object'''}}}. || a&nbsp;normal stalactite
 
|-
 
! {{CTC|Fey Ancestry}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on saving throws against being [[charmed]], and magic can't put the {{{name|{{LC:{{PAGENAME}}}}}}} to sleep. ||
 
|-
 
! {{CTC|Flyby}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't provoke an [[opportunity attack]] when it flies out of an enemy's reach. ||
 
|-
 
! {{CTC|Forest Camouflage}}
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Dexterity]] ([[Stealth]]) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
 
|-
 
! {{CTC|Heated Body}}
 
| A creature that touches the {{{name|{{LC:{{PAGENAME}}}}}}} or hits it with a melee attack while within 5 feet of it takes {{{variable|'''variable'''}}} [[fire damage]]. || 5&nbsp;(1d10), 7&nbsp;(2d6)
 
|-
 
! {{CTC|Heated Weapons}}
 
| Any metal melee weapon the {{{name|{{LC:{{PAGENAME}}}}}}} wields deals an extra '''3 (1d6)''' fire damage on a hit (included in the attack). || 3{{ns}}(1d6), 7{{ns}}(2d6)
 
|-
 
! {{CTC|Grappler}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on attack rolls against any creature [[grappled]] by it. ||
 
|-
 
! {{CTC|Hold Breath}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can hold its breath for {{{variable|'''30'''}}} minutes. || 15, 30
 
|-
 
! {{CTC|Illumination}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} sheds bright light in a {{{variable|'''15'''}}}-foot radius and dim light for an additional {{{variable|'''15'''}}} feet. || 10, 30
 
|-
 
! {{CTC|Immortal Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]]. ||
 
|-
 
! {{CTC|Immutable Form}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form. ||
 
|-
 
! {{CTC|Improved Iniative}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[initiative]] rolls.  If static initiative is used, the creature instead gains a +5 bonus to its initiative score.
 
|-
 
! {{CTC|Incorporeal Movement}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} 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. ||
 
|-
 
! {{CTC|Inscrutable}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}}'s intentions or sincerity have [[disadvantage]]. ||
 
|-
 
! {{CTC|Keen Senses}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on sight, hearing, or smell. ||
 
|-
 
! Keen Hearing
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on hearing. ||
 
|-
 
! Keen Hearing and Sight
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on hearing or sight. ||
 
|-
 
! Keen Hearing and Smell
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on hearing or smell. ||
 
|-
 
! Keen Sight
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on sight. ||
 
|-
 
!Keen Sight and Smell
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on sight or smell. ||
 
|-
 
!Keen Smell
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on smell. ||
 
|-
 
! {{CTC|Labyrinthe Recall}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can perfectly recall any path it has traveled.
 
|
 
|-
 
! {{CTC|Leadership}}
 
| ''(Recharges after a Short or Long Rest).''  For 1 minute, the {{{name|{{LC:{{PAGENAME}}}}}}} 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 {{{name|{{LC:{{PAGENAME}}}}}}}.  A creature can benefit from only one Leadership die at a time.  The effect ends if the {{{name|{{LC:{{PAGENAME}}}}}}} is [[incapacitated]]. ||
 
|-
 
! {{CTC|Legendary Resistance}}
 
| ''({{{variable|'''3'''}}}/day.)''  If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a saving throw, it can choose to succeed instead. || 1, 3
 
|-
 
! {{CTC|Limited&nbsp;Magic Immunity}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to [[spell]]s of {{{variable|'''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
 
|-
 
! {{CTC|Magic Resistance}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on saving throws against spells and other magical effects. ||
 
|-
 
! {{CTC|Magic Weapons}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical. ||
 
|-
 
! {{CTC|Magma Swim}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can swim through molten rock as if it was water. ||
 
|-
 
! {{CTC|Martial Advantage}}
 
| Once per turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can deal an extra {{{variable|'''7 (2d6)'''}}} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the {{{name|{{LC:{{PAGENAME}}}}}}} that isn't [[incapacitated]]. || 7&nbsp;(2d6), 10&nbsp;(3d6)
 
|-
 
! {{CTC|Mighty Marksman}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} adds both {{BL|Strength}} and {{BL|Dexterity}} to ranged weapon attack rolls.  These attacks ignore {{BL|half cover}} and {{BL|three-quarters cover}}. ||
 
|-
 
! {{CTC|Mimicry}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can mimic any sounds it has heard, including voices.  A creature that hears the sounds can tell they are imitations with a successful DC {{{variable|'''14'''}}} [[Wisdom]] ([[Insight]]) check. || 14
 
|-
 
! {{CTC|Motionless Invisibility}}
 
| If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn. ||
 
|-
 
! {{CTC|Nimble Escape}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can take the [[Disengage]] or [[Hide]] action as a [[bonus action]] on each of its turns. ||
 
|-
 
! {{CTC|Ooze Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Restless|sleep]]. ||
 
|-
 
! {{CTC|Otherworldly Perception}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can sense the presence of any creature within 30 feet of it that is [[invisible]] or on the [[Ethereal Plane]].  The {{{name|{{LC:{{PAGENAME}}}}}}} can pinpoint such a creature if it is moving. ||
 
|-
 
! {{CTC|Pack Tactics}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on an attack roll against a creature if at least one of the {{{name|{{LC:{{PAGENAME}}}}}}}'s allies is within 5 feet of the creature and the ally isn't [[incapcitated]]. ||
 
|-
 
! {{CTC|Parry}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|'''2'''}}} to its AC against one melee attack that would hit it.  To do so, the {{{name|{{LC:{{PAGENAME}}}}}}} must see the attacker and be wielding a melee weapon. || 2,&nbsp;3,&nbsp;5
 
|-
 
! {{CTC|Powerful Attacks}}
 
| A weapon attack deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack), and these weapon attacks are magical.
 
|-
 
! {{CTC|Psychic Defense}}
 
| While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its [[Wisdom]] modifier. ||
 
|-
 
! {{CTC|Rampage}}
 
| When the {{{name|{{LC:{{PAGENAME}}}}}}} reduces a creature to 0 {{hp}} with a melee attack on its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} can take a bonus action to move up to half its speed and make a {{{variable|'''Bite'''}}} attack. || Bite
 
|-
 
! {{CTC|Reactive}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can take a [[reaction]] on every creature's turn in combat. ||
 
|-
 
! {{CTC|Reckless}}
 
| At the start of its turn, the {{{name|{{LC:{{PAGENAME}}}}}}} 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. ||
 
|-
 
! {{CTC|Regeneration}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} regains {{{variable|'''10'''}}} {{hp}} at the start of its turn if it has at least 1 heart point.
 
| 10, 20
 
|-
 
! {{CTC|Rejuvenation}}
 
| If it dies, the {{{name|{{LC:{{PAGENAME}}}}}}} returns to life in '''1d6 days''' and regains all its {{hp}}.  Only a {{S|Wish}} spell can prevent this trait from functioning. || 1d6{{ns}}days, 1d6{{ns}}years
 
|-
 
! {{CTC|Relentless}}
 
| ''(Recharges after a Short or Long Rest).'' If the {{{name|{{LC:{{PAGENAME}}}}}}} takes {{{variable|'''variable'''}}} damage or less that would reduce it to 0 {{hp}}, it is reduced to 1 heart point instead. || 7,&nbsp;10,&nbsp;14
 
|-
 
! {{CTC|Shadow Camouflage}}
 
| While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) {{BL|ability check|checks}} made to {{BL|hide}}.
 
|-
 
! {{CTC|Shadow Stealth}}
 
| While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} can take the [[Hide]] action as a bonus action. ||
 
|-
 
! {{CTC|Siege Monster}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} deals double damage to objects and structures. ||
 
|-
 
! {{CTC|Slippery}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on ability checks and saving throws made to escape a [[grapple]]. ||
 
|-
 
! {{CTC|Snow Camouflage}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in snowy terrain. ||
 
|-
 
! {{CTC|Spider Climb}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ||
 
|-
 
! {{CTC|Stone Camouflage}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in rocky terrain. ||
 
|-
 
! {{CTC|Sunlight Sensitivity}}
 
| While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has [[disadvantage]] on attack rolls, as well as on [[Wisdom]] ([[Perception]]) checks that rely on sight. ||
 
|-
 
! {{CTC|Sunlight Weakness}}
 
| While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has [[disadvantage]] on attack rolls, ability checks, and saving throws. ||
 
|-
 
! {{CTC|Sure-Footed}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Strength]] and [[Dexterity]] saving throws made against effects that would knock it [[prone]]. ||
 
|-
 
! {{CTC|Surprise Attack}}
 
| If the {{{name|{{LC:{{PAGENAME}}}}}}} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra {{{variable|'''variable'''}}} damage from the attack. || 7 (2d6)
 
|-
 
! {{CTC|Swamp Camouflage}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in swampy terrain. ||
 
|-
 
! {{CTC|Swarm}}
 
| Swarm|The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a {{{variable|'''Tiny monstrosity'''}}}. The swarm can't regain {{hp}} or gain {{thp}}. || Tiny monstrosity
 
|-
 
! {{CTC|Transparent}}
 
| Even when the {{{name|{{LC:{{PAGENAME}}}}}}} is in plain sight, it takes a successful DC '''15''' {{wis}} ([[Perception]]) check to spot a {{{name|{{LC:{{PAGENAME}}}}}}} that has neither moved nor attacked.  A creature that tries to enter the {{{name|{{LC:{{PAGENAME}}}}}}}'s space while unaware of it is [[surprised]] by the {{{name|{{LC:{{PAGENAME}}}}}}}. || 15, 20
 
|-
 
! {{CTC|Tunneler}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can burrow through solid rock at half its burrow speed and leaves a {{{variable|'''5-foot-diameter'''}}} tunnel in its wake. || 10-foot-diameter
 
|-
 
! {{CTC|Turn Immunity}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to effects that turn undead. ||
 
|-
 
! {{CTC|Turn Resistance}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on saving throws against any effect that turns undead. ||
 
|-
 
! {{CTC|Undead Fortitude}}
 
| If damage reduces the {{{name|{{LC:{{PAGENAME}}}}}}} to 0 {{hp}}, it must make a [[Constitution]] saving throw with a DC of {{{variable|'''5'''}}} + the damage taken, unless the damage is [[radiant damage|radiant]] or from a crtical hit.  On a success, the {{{name|{{LC:{{PAGENAME}}}}}}} drops to 1 heart point instead. || 2, 5, 10
 
|-
 
! {{CTC|Underwater Camouflage}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made while underwater. ||
 
|-
 
! {{CTC|Undead Nature}}
 
|The {{{name|{{LC:{{PAGENAME}}}}}}} does not require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]]. ||
 
|-
 
! {{CTC|Water Breathing}}
 
| The '''creature''' can only [[Suffocation|breathe]] underwater. ||
 
|-
 
! {{CTC|Water-Walking}}
 
| The '''creature''' can move across the surface of calm water as if it was solid ground. ||
 
|-
 
! {{CTC|Web Sense}}
 
| While in contact with a web, the {{{name|{{LC:{{PAGENAME}}}}}}} knows the exact location of any other creature in contact with the same web. ||
 
|-
 
! {{CTC|Web Walker}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} ignores movement restrictions caused by webbing. ||
 
|-
 
! {{CTC|Wounded Fury}}
 
| While it has {{{variable|'''10'''}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls. || 10
 
|}
 
 
  
 
[[Category:Templates]]</noinclude>
 
[[Category:Templates]]</noinclude>

Latest revision as of 13:20, 23 July 2022

Trait Name. Unknown effect.


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.}}