Difference between revisions of "Template:CreatureTrait"
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{{#switch: {{{1|}}} | {{#switch: {{{1|}}} | ||
|Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.''''' | |Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.''''' | ||
+ | |Hearty='''''Hearty''' ({{{variable|1}}}/day).'' | ||
|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).'' | |Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).'' | ||
|Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).'' | |Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).'' | ||
− | |Relentless='''''Relentless''' ( | + | |Relentless='''''Relentless''' (1/day).'' |
− | |'''''{{{1|Trait Name}}}.'''''}} {{#switch: {{{1|}}} | + | |'''''{{{1|Trait Name}}}.'''''}} {{{2|{{#switch: {{{1|}}} |
|=Unknown effect. | |=Unknown effect. | ||
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|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 | + | |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}}. | ||
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|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 {{ | + | |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. | ||
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|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}}. | ||
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|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]]. | ||
− | |||
− | |||
|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. | ||
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|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= | + | |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. | ||
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|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. | |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. | ||
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|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. | |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 is within 5 feet of the creature and the ally isn't {{BrownLink|incapacitated}}. | + | |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}}. |
|Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier. | |Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier. | ||
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|Sunlight Weakness=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws. | |Sunlight Weakness=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws. | ||
− | |Sure-Footed=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{ | + | |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. |
|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. | |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. | ||
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|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}. | |Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}. | ||
− | |Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{ | + | |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. |
+ | |||
+ | |Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any {{BL|ability check}} it makes to determine turn order in {{BL|combat}}. | ||
|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. | |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. | ||
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LoH originals | 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. | |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. | |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. | ||
|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}}. | ||
+ | |||
+ | |Motionless Invisibility=If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn. | ||
+ | |||
+ | |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}}. | |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. | |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. | ||
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|Woodlander=In forest terrain, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check it makes using {{BL|Stealth}} or {{BL|Survival}}. | |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> | ||
Latest revision as of 12:20, 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.}}