Difference between revisions of "Template:CreatureTrait"

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'''''{{{1|Trait Name}}}.''''' {{{2|Trait description.}}} {{TC|{{{1}}}}}<noinclude>
+
{{#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|Trait description.}}</pre>
+
<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.}}