Difference between revisions of "Template:CreatureTrait"

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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.
+
|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.
+
|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).''
}}{{
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|Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).''
#ifeq
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|Relentless='''''Relentless''' (1/day).''
 +
|'''''{{{1|Trait Name}}}.'''''}} {{{2|{{#switch: {{{1|}}}
 +
|=Unknown effect.
 +
 
 +
<!--Monster Manual-->
 +
|Aggessive=As a {{BrownLink|bonus action}}, the {
 
==Usage==
 
==Usage==
 
<pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre>
 
<pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre>
Line 203: 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 it has [[surprised]]. ||
 
|-
 
! {{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 air, food, drink, or 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|Elemental Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require food, drink, or sleep.
 
|-
 
! {{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|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 air, food, drink, or sleep. ||
 
|-
 
! {{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. ||
 
|-
 
! 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|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|Ooze Nature}}
 
| The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require 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|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 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|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|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 air, food, drink, or sleep. ||
 
|-
 
! {{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'''}}} {{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.}}