Difference between revisions of "Template:CreatureTrait"
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− | '''''{{{1|Trait Name}}}.''''' {{{2| | + | {{#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--> | ||
+ | |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. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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 {{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. | ||
+ | |||
+ | |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). | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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]]. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |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 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. | ||
+ | |||
+ | |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]]. | ||
+ | |||
+ | |Immutable Form=The {{{name|{{LC:{{PAGENAME}}}}}}} is immune to any spell or effect that would alter its form. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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 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 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 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. | ||
+ | |||
+ | |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=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. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |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}}. | ||
+ | |||
+ | |Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |Reactive=The {{{name|{{LC:{{PAGENAME}}}}}}} can take a {{BrownLink|reaction}} on every creature's turn in combat. | ||
+ | |||
+ | |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. | ||
+ | |||
+ | |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> | ||
+ | |||
+ | |||
+ | |||
+ | See [[Template talk:CreatureTrait]] for examples of every included trait. | ||
==Usage== | ==Usage== | ||
− | <pre>{{CT|Trait Name| | + | <pre>{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}</pre> |
+ | <!-- | ||
+ | ===Spellcasting=== | ||
+ | <pre>{{CT|Spellcasting | ||
+ | |level=1st, 6th, 12th | ||
+ | |ability=Intelligence, Wisdom, Charisma | ||
+ | |DC=12 | ||
+ | |class=Wizard, Cleric | ||
+ | |component=It requires only pixie dust as a component.; It requires no material components to cast its spells. | ||
+ | |atwill= | ||
+ | |1slots= | ||
+ | |1spells= | ||
+ | |2slots= | ||
+ | |2spells= | ||
+ | |3slots= | ||
+ | |3spells= | ||
+ | |4slots= | ||
+ | |4spells= | ||
+ | |5slots= | ||
+ | |5spells= | ||
+ | |6slots= | ||
+ | |6spells= | ||
+ | }} | ||
+ | </pre> | ||
+ | |||
+ | <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 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.}}