Difference between revisions of "Template:CreatureTrait"

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(adding more default traits)
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'''''{{#ifeq:{{{1|}}}|Damage Absorption|{{{variable|}}} Absorption|{{{1|Trait Name}}}}}.''''' {{
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{{#switch: {{{1|}}}
#ifeq:{{{1|}}}|Aggressive|As a [[bonus action]], the {{{name|{{LC:{{PAGENAME}}}}}}} can move up to its speed toward a hostile creature that it can see.
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|Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.'''''  
}}{{
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|Hearty='''''Hearty''' ({{{variable|1}}}/day).''
#ifeq:{{{1|}}}|Amphibious|The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
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|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).''
}}{{
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|Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).''
#ifeq:{{{1|}}}|Ambusher|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on attack rolls against any creature it has [[surprised]].
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|Relentless='''''Relentless''' (1/day).''
}}{{
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|'''''{{{1|Trait Name}}}.'''''}} {{{2|{{#switch: {{{1|}}}
#ifeq:{{{1|}}}|Amorphous|The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without [[squeezing]].
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|=Unknown effect.
}}{{
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#ifeq:{{{1|}}}|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).
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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|}}}|Antimagic Susceptibility|The {{{name|{{LC:{{PAGENAME}}}}}}} is [[incapacitated]] while in the area of an ''[[antimagic field]]''.  If targeted by ''[[dispel magic]]'', the {{{name|{{LC:{{PAGENAME}}}}}}} must succeed on a [[Constitution]] saving throw against the caster's spell save DC or fall [[unconscious]] for 1 minute.
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}}{{
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|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
#ifeq:{{{1|}}}|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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}}{{
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|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}}.
#ifeq:{{{1|}}}|Blood Frenzy|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on melee attack rolls on any creature that doesn't have all its [[hit point]]s.
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}}{{
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|Amorphous=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without {{BrownLink|squeezing}}.
#ifeq:{{{1|}}}|Brute|A melee weapon deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack).
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}}{{
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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).
#ifeq:{{{1|}}}|Chameleon Skin|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Dexterity]] ([[Stealth]]) checks made to hide.
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}}{{
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|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}}}}}}}.
#ifeq:{{{1|}}}|Damage Absorption|Whenever the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to [[{{{variable|'''variable'''}}} damage]], it takes no damage and instead gains a number of [[hit point]]s equal to the {{{variable|'''variable'''}}} damage dealt. [[Category:Creatures with the {{{variable|}} Absorption trait]]
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}}{{
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|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.
#ifeq:{{{1|}}}|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.  
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}}{{
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|Brave=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|frightened}}.
#ifeq:{{{1|}}}|Devil's Sight|Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s [[darkvision]].
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}}{{
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|Brute=A melee weapon deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack).
#ifeq:{{{1|}}}|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.
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}}{{
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|Constructed Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
#ifeq:{{{1|}}}|Echolocation| The {{{name|{{LC:{{PAGENAME}}}}}}} can't use its [[blindsight]] while [[defeaned]].
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}}{{
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|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}}.
#ifeq:{{{1|}}}|False Appearance|While the {{{name|{{LC:{{PAGENAME}}}}}}} remains motionless, it is indistinguishable from {{{variable|an ordinary object}}.
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}}{{
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|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.
#ifeq:{{{1|}}}|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.
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}}{{
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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.  
#ifeq:{{{1|}}}|Flyby|The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't provoke an [[opportunity attack]] when it flies out of an enemy's reach.
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}}{{
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|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.
#ifeq:{{{1|}}}|Grappler|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on attack rolls against any creature [[grappled]] by it.
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}}{{
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|Devil Sight=Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s {{BrownLink|darkvision}}.
#ifeq:{{{1|}}}|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'''}}} [[fire damage]].
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}}{{
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|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.
#ifeq:{{{1|}}}|Hold Breath|The {{{name|{{LC:{{PAGENAME}}}}}}} can hold its breath for {{{variable|30}}} minutes.
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}}{{
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|Echolocation=The {{{name|{{LC:{{PAGENAME}}}}}}} can't use its {{BrownLink|blindsight}} while {{BrownLink|deafened}}.
#ifeq:{{{1|}}}|Illumination|The {{{name|{{LC:{{PAGENAME}}}}}}} sheds bright light in a {{{variable|15}}}-foot radius and dim light for an additional {{{variable|15}}} feet.
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}}{{
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|Electric Body=If the the {{{name|{{LC:{{PAGENAME}}}}}}} is hit with a melee attack, the attacker takes {{{variable|'''variable'''}}} lightning damage.
#ifeq:{{{1|}}}|Immutable Form| The The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form.
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}}{{
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|Elemental Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
#ifeq:{{{1|}}}|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.
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}}{{
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|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.
#ifeq:{{{1|}}}|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]].
+
 
}}{{
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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.
#ifeq:{{{1|}}}|Keen Senses|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Wisdom]] ([[Perception]]) checks that rely on sight, hearing, or smell.
+
 
}}{{
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|Flyby=While it is flying, the {{{name|{{LC:{{PAGENAME}}}}}}}'s movement doesn't provoke {{BL|reaction|reactions}}.
#ifeq:{{{1|}}}|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 throwThe 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]].
+
 
}}{{
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|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.
#ifeq:{{{1|}}}|Legendary Resistance|''({{{variable|3}}}/day). If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a saving throw, it can choose to succeed instead.
+
 
}}{{
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|Grappler=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls against any creature {{BrownLink|grappled}} by it.
#ifeq:{{{1|}}}|Magic Resistance|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on saving throws against spells and other magical effects.
+
 
}}{{
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|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}}.
#ifeq:{{{1|}}}|Magic Weapons|The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.
+
 
}}{{
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|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).
#ifeq:{{{1|}}}|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]].
+
 
}}{{
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|Hold Breath=The {{{name|{{LC:{{PAGENAME}}}}}}} can hold its breath for {{{variable|30}}} minutes.  
#ifeq:{{{1|}}}|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.
+
 
}}{{
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|Illumination=The {{{name|{{LC:{{PAGENAME}}}}}}} sheds bright light in a {{{variable|15}}}-foot radius and dim light for an additional {{{variable|15}}} feet.
#ifeq:{{{1|}}}|Nimble Escape|The {{{name|{{LC:{{PAGENAME}}}}}}} can take the [[Disengage]] or [[Hide]] action as a [[bonus action]] on each of its turns.
+
 
}}{{
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|Immortal Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
#ifeq:{{{1|}}}|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.
+
 
}}{{
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|Immutable Form=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form.
#ifeq:{{{1|}}}|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]].
+
 
}}{{
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|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.
#ifeq:{{{1|}}}|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.
+
 
}}{{
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|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
#ifeq:{{{1|}}}|Psychic Defense|While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its [[Wisdom]] modifier.
+
{{BrownLink|disadvantage}}.
}}{{
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#ifeq:{{{1|}}}|Rampage|When the {{{name|{{LC:{{PAGENAME}}}}}}} reduces a creature to 0 hit points 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.
+
|Keen Hearing=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing.
}}{{
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#ifeq:{{{1|}}}|Reactive|The {{{name|{{LC:{{PAGENAME}}}}}}} can take a [[reaction]] on every creature's turn in combat.
+
|Keen Hearing and Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or sight.
}}{{
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#ifeq:{{{1|}}}|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.
+
|Keen Hearing and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on hearing or smell.
}}{{
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#ifeq:{{{1|}}}|Regeneration|The {{{name|{{LC:{{PAGENAME}}}}}}} regains {{{variable|10}}} hit points at the start of its turn if it has at least 1 hit point.
+
|Keen Senses=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight, hearing, or smell.
}}{{
+
 
#ifeq:{{{1|}}}|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 hit points, it is reduced to 1 hit point instead.
+
|Keen Sight=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight.
}}{{
+
 
#ifeq:{{{1|}}}|Shadow Stealth|While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} can take the [[Hide]] action as a bonus action.
+
|Keen Sight and Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on sight or smell.
}}{{
+
 
#ifeq:{{{1|}}}|Siege Monster|The {{{name|{{LC:{{PAGENAME}}}}}}} deals double damage to objects and structures.
+
|Keen Smell=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Wisdom}} ({{BrownLink|Perception}}) checks that rely on smell.
}}{{
+
 
#ifeq:{{{1|}}}|Slippery|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on ability checks and saving throws made to escape a [[grapple]].
+
|Labyrinthe Recall=The {{{name|{{LC:{{PAGENAME}}}}}}} can perfectly recall any path it has traveled.
}}{{
+
 
#ifeq:{{{1|}}}|Snow Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in snowy terrain.
+
|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}}.
}}{{
+
 
#ifeq:{{{1|}}}|Spider Climb|The {{{name|{{LC:{{PAGENAME}}}}}}} can climb difficult surfaces, including upside on ceilings, without needing to make an ability check.
+
|Legendary Resistance=If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a saving throw, it can choose to succeed instead.
}}{{
+
 
#ifeq:{{{1|}}}|Stone Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in rocky terrain.
+
|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.
}}{{
+
 
#ifeq:{{{1|}}}|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.
+
|Magic Resistance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against spells and other magical effects.
}}{{
+
 
#ifeq:{{{1|}}}|Sure-Footed|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on [[Strength]] and [[Dexterity]] saving throws made against effects that would knock it [[prone]].
+
|Magic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.
}}{{
+
 
#ifeq:{{{1|}}}|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.
+
|Magma Swim=The {{{name|{{LC:{{PAGENAME}}}}}}} can swim through molten rock as if it was water.
}}{{
+
 
#ifeq:{{{1|}}}|Swamp Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made to hide in swampy terrain.
+
|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}}.
}}{{
+
 
#ifeq:{{{1|}}}|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.
+
|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.
}}{{
+
 
#ifeq:{{{1|}}}|Turn Immunity|The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to effects that turn undead.
+
|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.
}}{{
+
 
#ifeq:{{{1|}}}|Turn Resistance|The {{{name|{{LC:{{PAGENAME}}}}}}} has [[advantage]] on saving throws against any effect that turns undead.
+
|Ooze Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Restless|sleep]].
}}{{
+
 
#ifeq:{{{1|}}}|Undead Fortitude|If damage reduces the {{{name|{{LC:{{PAGENAME}}}}}}} to 0 hit points, 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 hit point instead.
+
|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.
}}{{
+
 
#ifeq:{{{1|}}}|Underwater Camouflage|The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made while underwater.
+
|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}}.
}}{{
+
 
#ifeq:{{{1|}}}|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.
+
|Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier.
}}{{
+
 
#ifeq:{{{1|}}}|Web Walker|The {{{name|{{LC:{{PAGENAME}}}}}}} ignoes movement restrictions caused by webbing.
+
|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.
}}{{
+
 
#ifeq:{{{1|}}}|Wounded Fury|While it has {{{variable|10}}} hit points or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
+
|Reactive=The {{{name|{{LC:{{PAGENAME}}}}}}} can take a {{BrownLink|reaction}} on every creature's turn in combat.
}}{{{2|}}} {{#if:{{{variable|}}}| |{{#if:{{{nocat|}}}| |{{TC|{{{1}}}}}}}}}<noinclude>
+
 
==Usage==
+
|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.
<pre>{{CT|Trait Name|Trait description.}}</pre>
+
 
 +
|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}}.
 +
 
 +
|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.
 +
 
 +
|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.
 +
 
 +
|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}}.
 +
 
 +
|Shadow Stealth=While in dim light or darkness, the {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Hide}} action as a bonus action.
 +
 
 +
|Siege Monster=The {{{name|{{LC:{{PAGENAME}}}}}}} deals double damage to objects and structures.
 +
 
 +
|Slippery=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on ability checks and saving throws made to escape a {{BrownLink|grapple}}.
 +
 
 +
|Snow Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in snowy terrain.
 +
 
 +
|Spider Climb=The {{{name|{{LC:{{PAGENAME}}}}}}} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 +
 
 +
|Stone Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide in rocky terrain.
 +
 
 +
|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.
 +
 
 +
|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 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.
 +
 
 +
|Swamp Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|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 {{{variable|'''Tiny monstrosity'''}}}. The swarm can't regain {{hp}} or gain {{thp}}.
 +
 
 +
|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.
 +
 
 +
|Turn Immunity=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to effects that turn undead.
 +
 
 +
|Turn Resistance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against any effect that turns undead.
 +
 
 +
|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.
 +
 
 +
|Undead Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} does not require [[Suffocation|air]], [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 +
 
 +
|Water Breathing=The {{{name|{{LC:{{PAGENAME}}}}}}} can only {{BL|Suffocation|breathe}} underwater.
 +
 
 +
|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.
 +
 
 +
|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.
 +
 
 +
|Web Walker=The {{{name|{{LC:{{PAGENAME}}}}}}} ignores movement restrictions caused by webbing.
 +
 
 +
|Wounded Fury=While it has {{{variable|10}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
 +
 
 +
<!--
 +
Inferred, derived, unknown, or other
 +
-->
 +
|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}}.
 +
 
 +
|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}.
 +
 
 +
|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.
 +
 
 +
|Water-Walking=The {{{name|{{LC:{{PAGENAME}}}}}}} can move across the surface of calm water as if it was solid ground.
 +
 
 +
|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.
 +
 
 +
|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}}.
 +
 
 +
|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>
  
===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%
+
See [[Template talk:CreatureTrait]] for examples of every included trait.
! Trait Name !! Default Description !! Variable Examples
+
==Usage==
|-
+
<pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre>
! {{CTC|Aggressive}}
+
<!--
| As a [[bonus action]], the {{LC:{{PAGENAME}}}} can move up to its speed toward a hostile creature that it can see. ||
+
===Spellcasting===
|-
+
<pre>{{CT|Spellcasting
! {{CTC|Ambusher}}
+
|level=1st, 6th, 12th
|The {{LC:{{PAGENAME}}}} has [[advantage]] on attack rolls against any creature it has [[surprised]]. ||
+
|ability=Intelligence, Wisdom, Charisma
|-
+
|DC=12
! {{CTC|Amphibious}}
+
|class=Wizard, Cleric
|The {{LC:{{PAGENAME}}}} can breathe air and water. ||
+
|component=It requires only pixie dust as a component.; It requires no material components to cast its spells.
|-
+
|atwill=
! {{CTC|Amorphous}}
+
|1slots=
|The {{LC:{{PAGENAME}}}} can move through a space as narrow as 1 inch wide without [[squeezing]]. ||
+
|1spells=
|-
+
|2slots=
! {{CTC|Angelic Weapons}}
+
|2spells=
| 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
+
|3slots=
|-
+
|3spells=
! {{CTC|Antimagic Susceptibility}}
+
|4slots=
| 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. ||
+
|4spells=
|-
+
|5slots=
! {{CTC|Avoidance}}
+
|5spells=
| 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. ||
+
|6slots=
|-
+
|6spells=
! {{CTC|Blood Frenzy}}
+
}}
| The {{LC:{{PAGENAME}}}} has [[advantage]] on melee attack rolls on any creature that doesn't have all its [[hit point]]s. ||
+
</pre>
|-
 
! {{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. ||
 
|-
 
! Damage Absorption
 
| Whenever the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to [[{{{variable|'''variable'''}}} damage]], it takes no damage and instead gains a number of [[hit point]]s 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|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|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|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|Immutable Form}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form. ||
 
|-
 
! {{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. ||
 
|-
 
! {{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|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|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|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|Nimble Escape}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} can take the [[Disengage]] or [[Hide]] action as a [[bonus action]] on each of its turns. ||
 
|-
 
! {{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|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 hit points 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'''}}} hit points at the start of its turn if it has at least 1 hit point. || 10, 20
 
|-
 
! {{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 hit points, it is reduced to 1 hit point instead. || 7,&nbsp;10,&nbsp;14
 
|-
 
! {{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 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|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|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 hit points, 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 hit point instead. || 2, 5, 10
 
|-
 
! {{CTC|Underwater Camouflage}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on [[Dexterity]] ([[Stealth]]) checks made while underwater. ||
 
|-
 
! {{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}}}}}}} ignoes movement restrictions caused by webbing. ||
 
|-
 
! {{CTC|Wounded Fury}}
 
| While it has {{{variable|'''10'''}}} hit points or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls. || 10
 
|}
 
  
 +
<pre>{{CT|Innate Spellcasting
 +
|ability=Intelligence, Wisdom, Charisma
 +
|DC=
 +
|component=Defaults to "requiring no material components"
 +
|atwill=
 +
|1day=
 +
|2day=
 +
|3day=
 +
|4day=
 +
|5day=
 +
}}
 +
</pre>
 +
-->
  
 
[[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.}}