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COM_5ePack_PHB - Monsters.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="r5CMMBehol" name="Beholder" description="A Beholder is an aberration comprising a floating spheroid body with a large fanged mouth and single eye on the front and many flexible eyestalks on the top.\n\nA beholder's eyes each possess a different magical ability; the main eye projects an anti-magical cone, and the other eyes use different spell-like abilities (disintegrate objects, transmute flesh to stone, cause sleep, slow the motion of objects or beings, charm animals, charm humans, cause death, induce fear, levitate objects, and inflict serious wounds). Many variant beholder species exist, such as "observers", "spectators", "eyes of the deep", "elder orbs", "hive mothers", and "death tyrants". In addition, some rare beholders can use their eyes for non-standard spell-like abilities; these mutant beholders are often killed or exiled by their peers. Beholders wishing to cast spells like ordinary wizards relinquish the traditional use of their eyestalks, and put out their central anti-magic eye, making these beholder mages immediate outcasts.\n\n10,000 XP\nA beholder encountered in its lair has a challenge rating of 14 (11,500 XP)." compset="Race">
<fieldval field="rHitDice" value="19"/>
<fieldval field="rHDSides" value="10"/>
<fieldval field="rCR" value="13"/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rWIS" value="5"/>
<fieldval field="rCHA" value="7"/>
<fieldval field="rAC" value="6"/>
<fieldval field="rHPStart" value="180"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rCON" value="8"/>
<fieldval field="rINT" value="7"/>
<usesource source="5eMMCP"/>
<tag group="ProfSkill" tag="skPercep" name="Perception" abbrev="Perception"/>
<tag group="RaceSize" tag="Large1"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Alignment" tag="Evil" name="Evil" abbrev="E"/>
<tag group="Alignment" tag="Lawful"/>
<tag group="CondImm" tag="pcnProne"/>
<tag group="RaceType" tag="NPC" name="NPC Race" abbrev="NPC Race"/>
<tag group="ProfSave" tag="svINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ProfSave" tag="svWIS" name="Wisdom" abbrev="Wisdom"/>
<tag group="ProfSave" tag="svCHA" name="Charisma" abbrev="Charisma"/>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="4"/>
<assignval field="wDieSize" value="6"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="20"/>
<autotag group="Helper" tag="Hover"/>
</bootstrap>
<bootstrap thing="tpAberr"></bootstrap>
<bootstrap thing="ra5CMMEyRa"></bootstrap>
<bootstrap thing="ra5CMMAnCo"></bootstrap>
<bootstrap thing="lDeepSpeec"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="lUndercomm"></bootstrap>
<bootstrap thing="ra5CMMLEyR"></bootstrap>
<bootstrap thing="ra5CLaBeEy"></bootstrap>
<bootstrap thing="ra5CLaGeW"></bootstrap>
<bootstrap thing="ra5CLaSlGr"></bootstrap>
<eval phase="First">perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="ra5CMMEyRa" name="Eye Rays" description="The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\n\n1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.\n2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.\n3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. \n6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction . The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\n7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. \n8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater rest.oration spell or other magic. \n9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is di sintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.\n10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points." compset="RaceSpec">
<fieldval field="abRange" value="120"/>
<tag group="FeatureTyp" tag="Action" name="Action" abbrev="Action"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="abRange" tag="Feet"/>
</thing>
<thing id="ra5CMMAnCo" name="Antimagic Cone" description="The beholder's central eye creates an area of antimagic, as in the anti magic field spell, in a 150-foot cone. At the start of each of its turns , the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays." compset="RaceSpec">
<fieldval field="abRange" value="150"/>
<tag group="abAction" tag="None"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="WeaponSpec"/>
<tag group="abRange" tag="Feet"/>
<tag group="FeatureTyp" tag="Special"/>
</thing>
<thing id="ra5CMMLEyR" name="Legendary Action: Eye Rays" description="The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\n\n1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving th row or be charmed by the tyrant for 1 hour, or until the beholder harms the creature. \n2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a fa iled save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. \n6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until\nthe tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\n7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. Th is ray has no effect on constructs and undead.\n8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\n9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it.\n10. Death Ray. The targeted creatu re must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points." compset="RaceSpec">
<fieldval field="trkMax" value="3"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Round"/>
<tag group="FeatureTyp" tag="Legendary"/>
</thing>
<thing id="ra5CLaSlGr" name="Lair Action: Slimy Ground" description="When fighting inside it~ lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:\n\n• A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.\n• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.\n• An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. \n\nThe beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row." compset="RaceSpec">
<fieldval field="abRange" value="50"/>
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abRange" tag="Feet"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
</thing>
<thing id="ra5CLaGeW" name="Lair Action: Grasping Wall" description="When fighting inside it~ lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:\n\n• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.\n\nThe beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row." compset="RaceSpec">
<fieldval field="abRange" value="120"/>
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abRange" tag="Feet"/>
<tag group="abSave" tag="aDEX"/>
<tag group="StandardDC" tag="aDEX"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
</thing>
<thing id="ra5CLaBeEy" name="Lair Action: Beholder Eye" description="When fighting inside it~ lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:\n\n• An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears. \n\nThe beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row." compset="RaceSpec">
<fieldval field="abRange" value="60"/>
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abRange" tag="Feet"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
</thing>
<thing id="r5CMMDeTyr" name="Death Tyrant" description="Death tyrants are an undead form of beholders, similar to zombies, that retain some innate magical abilities. They are often used by powerful wizards as guardians; almost never being encountered near other beholders, who find them abhorrent.\n\n11 ,500 XP\nA death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP)." compset="Race">
<fieldval field="rHitDice" value="25"/>
<fieldval field="rHDSides" value="10"/>
<fieldval field="rCR" value="14"/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rWIS" value="5"/>
<fieldval field="rCHA" value="9"/>
<fieldval field="rAC" value="7"/>
<fieldval field="rHPStart" value="187"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rCON" value="4"/>
<fieldval field="rINT" value="9"/>
<usesource source="5eMMCP"/>
<tag group="ProfSkill" tag="skPercep" name="Perception" abbrev="Perception"/>
<tag group="RaceSize" tag="Large1"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Alignment" tag="Evil" name="Evil" abbrev="E"/>
<tag group="Alignment" tag="Lawful"/>
<tag group="CondImm" tag="pcnProne"/>
<tag group="RaceType" tag="NPC" name="NPC Race" abbrev="NPC Race"/>
<tag group="ProfSave" tag="svINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ProfSave" tag="svWIS" name="Wisdom" abbrev="Wisdom"/>
<tag group="ProfSave" tag="svCHA" name="Charisma" abbrev="Charisma"/>
<tag group="CondImm" tag="pcnCharmed"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnParaly"/>
<tag group="CondImm" tag="pcnPetri"/>
<tag group="CondImm" tag="pcnPoison"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="ProfSave" tag="svSTR" name="Strength" abbrev="Strength"/>
<tag group="ProfSave" tag="svCON" name="Constitution" abbrev="Constitution"/>
<bootstrap thing="ra5CMMLEyR"></bootstrap>
<bootstrap thing="ra5CMMNeEC"></bootstrap>
<bootstrap thing="ra5CMMEyeR"></bootstrap>
<bootstrap thing="tpUndead"></bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="4"/>
<assignval field="wDieSize" value="6"/>
<assignval field="wReach" value="5"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="20"/>
<autotag group="Helper" tag="Hover"/>
</bootstrap>
<bootstrap thing="lDeepSpeec"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="lUndercomm"></bootstrap>
<bootstrap thing="ra5CLaSEaT"></bootstrap>
<bootstrap thing="ra5CLaSWAp"></bootstrap>
<bootstrap thing="ra5CSpecE"></bootstrap>
<eval phase="First">perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="ra5CLaSWAp" name="Lair Action: Spectral Wall Appendages" description="When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects: \n\n• Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. \n\nThe death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds." compset="RaceSpec">
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
<tag group="abSave" tag="aDEX"/>
<tag group="StandardDC" tag="aDEX"/>
</thing>
<thing id="ra5CSpecE" name="Lair Action: Spectral Eyes" description="When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:\n\n• A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears.\n\nThe death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds." compset="RaceSpec">
<fieldval field="abRange" value="50"/>
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abRange" tag="Feet"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
</thing>
<thing id="ra5CLaSEaT" name="Lair Action: Spectral Eyes and Tentacles" description="When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects: \n\n• An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.\n\nThe death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds." compset="RaceSpec">
<fieldval field="abRange" value="120"/>
<fieldval field="trkMax" value="1"/>
<tag group="FeatureTyp" tag="Lair"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abRange" tag="Feet"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Charges"/>
</thing>
<thing id="ra5CMMEyeR" name="Eye Rays" description="The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\n\n1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving th row or be charmed by the tyrant for 1 hour, or until the beholder harms the creature. \n2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a fa iled save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. \n6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray's telekinetic grip until the start of the tyrant's next turn or until\nthe tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\n7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. Th is ray has no effect on constructs and undead.\n8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\n9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it.\n10. Death Ray. The targeted creatu re must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points." compset="RaceSpec">
<fieldval field="abRange" value="120"/>
<tag group="FeatureTyp" tag="Action" name="Action" abbrev="Action"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="abRange" tag="Feet"/>
</thing>
<thing id="ra5CMMLERa" name="Legendary Action: Eye Rays" description="Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:\n\n1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.\n2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.\n3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not bofh. The creature can repeat the saving throw at the end of each of its turns, ending the effect 0n itself on a success.\n5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. \n6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction . The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.\n7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.\n8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater rest.oration spell or other magic.\n9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is di sintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.\n10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points." compset="RaceSpec">
<fieldval field="trkMax" value="3"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="User" tag="Tracker"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="Usage" tag="Round"/>
<tag group="FeatureTyp" tag="Legendary"/>
</thing>
<thing id="ra5CMMNeEC" name="Negative Energy Cone" description="The death tyrant's central eye emits an invisi ble, magical150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.\n\nAny creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that\nits body hasn't been completely destroyed." compset="RaceSpec">
<fieldval field="abRange" value="150"/>
<tag group="abAction" tag="None"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="WeaponSpec"/>
<tag group="abRange" tag="Feet"/>
<tag group="FeatureTyp" tag="Special"/>
</thing>
<thing id="r5CMMSpect" name="Spectator" description="A spectator was an extraplanar form of beholderkin with four eyestalks. Somewhat mild and even-tempered, they had even been known to form friendships with other creatures, a trait that no other beholderkin or true beholder ever displayed.\n\n700 XP" compset="Race">
<fieldval field="rHitDice" value="6"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rCR" value="3"/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rWIS" value="4"/>
<fieldval field="rCHA" value="1"/>
<fieldval field="rAC" value="2"/>
<fieldval field="rHPStart" value="39"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rCON" value="4"/>
<fieldval field="rINT" value="3"/>
<fieldval field="rSTR" value="-2"/>
<usesource source="5eMMCP"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Alignment" tag="Lawful"/>
<tag group="CondImm" tag="pcnProne"/>
<tag group="RaceType" tag="NPC" name="NPC Race" abbrev="NPC Race"/>
<tag group="ProfSkill" tag="skPercep" name="Perception" abbrev="Perception"/>
<tag group="Alignment" tag="NeutralGE"/>
<bootstrap thing="lDeepSpeec"></bootstrap>
<bootstrap thing="lUndercomm"></bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="6"/>
<assignval field="wDieCount" value="1"/>
</bootstrap>
<bootstrap thing="tpAberr"></bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="30"/>
<autotag group="Helper" tag="Hover"/>
</bootstrap>
<bootstrap thing="ra5CMMERay"></bootstrap>
<bootstrap thing="xTelepathy">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="ra5CMMCFaW">
<assignval field="abText" value="spectator"/>
</bootstrap>
<bootstrap thing="ra5CMMSpRe"></bootstrap>
<eval phase="First">perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="ra5CMMERay" name="Eye Rays" description="The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.\n\n1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly\ndetermined creature within ran ge. If the target can't attack, it does nothing on its turn.\n2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the\neffect on itself on a success. \n4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one." compset="RaceSpec">
<fieldval field="abRange" value="90"/>
<tag group="FeatureTyp" tag="Action" name="Action" abbrev="Action"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="abRange" tag="Feet"/>
</thing>
<thing id="ra5CMMCFaW" name="Create Food and Water" description="The {abText} magically creates enough food and water to sustain itself for 24 hours." compset="RaceSpec">
<tag group="FeatureTyp" tag="Action" name="Action" abbrev="Action"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="abAction" tag="Action"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<eval phase="Final" priority="20000"><![CDATA[Field[CustDesc].text = "The " & Field[abText].text & " magically creates enough food and water to sustain itself for 24 hours."]]></eval>
</thing>
<thing id="ra5CMMSpRe" name="Spell Reflections" description="If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature." compset="RaceSpec">
<tag group="ProductId" tag="Wizards"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="FeatureTyp" tag="Reaction"/>
<tag group="abAction" tag="Reaction"/>
</thing>
<thing id="r5CMMNBlig" name="Needle Blight" description="Evil plant creature that looks like a woody shrub when rooted in soil.\n\n50 XP" compset="Race">
<fieldval field="rHitDice" value="2"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="11"/>
<fieldval field="rSTR" value="2"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rCON" value="3"/>
<fieldval field="rINT" value="-6"/>
<fieldval field="rWIS" value="-2"/>
<fieldval field="rCHA" value="-7"/>
<fieldval field="rCR" value=".25"/>
<fieldval field="rAC" value="1"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="Alignment" tag="Evil"/>
<tag group="CondImm" tag="pcnBlind"/>
<tag group="CondImm" tag="pcnDeaf"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<bootstrap thing="tpPlant"></bootstrap>
<bootstrap thing="raBlindSi">
<autotag group="Value" tag="60"/>
<autotag group="Helper" tag="BlindBeyo"/>
</bootstrap>
<bootstrap thing="wClaw">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieCount" value="2"/>
<assignval field="wDieSize" value="4"/>
</bootstrap>
<bootstrap thing="wOtherRng">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="6"/>
<assignval field="wDieCount" value="2"/>
<assignval field="livename" value="Needles"/>
<assignval field="wRangeNorm" value="30"/>
<assignval field="wRangeLong" value="60"/>
<assignval field="sbName" value="Needles"/>
</bootstrap>
<bootstrap thing="lCommon">
<autotag group="Helper" tag="CantSpeak"/>
</bootstrap>
</thing>
<thing id="r5CMMTBlig" name="Twig Blight" description="A twig blight is a small, evil plant creature that looks like a woody shrub when rooted in soil. A twig blight has a thirst for blood, and when it moves about its leafless branches interlock to create a humanoid shape. A twig blight attacks with its claws that deliver a strength-draining poison.\n\n50 XP" compset="Race">
<fieldval field="rHitDice" value="1"/>
<fieldval field="rHDSides" value="6"/>
<fieldval field="rHPStart" value="4"/>
<fieldval field="rSTR" value="-4"/>
<fieldval field="rDEX" value="3"/>
<fieldval field="rCON" value="2"/>
<fieldval field="rINT" value="-6"/>
<fieldval field="rWIS" value="-2"/>
<fieldval field="rCHA" value="-7"/>
<fieldval field="rCR" value=".125"/>
<fieldval field="rSpeed" value="20"/>
<fieldval field="rAC" value="2"/>
<tag group="Alignment" tag="Evil"/>
<tag group="CondImm" tag="pcnBlind"/>
<tag group="CondImm" tag="pcnDeaf"/>
<tag group="RaceSize" tag="Small11"/>
<tag group="RaceType" tag="NPC"/>
<tag group="DamageVuln" tag="dtFire"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="Alignment" tag="NeutralLC"/>
<bootstrap thing="lCommon">
<autotag group="Helper" tag="CantSpeak"/>
</bootstrap>
<bootstrap thing="tpPlant"></bootstrap>
<bootstrap thing="ra5CMMFaAp"></bootstrap>
<bootstrap thing="raBlindSi">
<autotag group="Value" tag="60"/>
<autotag group="Helper" tag="BlindBeyo"/>
</bootstrap>
<bootstrap thing="wClaw">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wAttack" value="3"/>
<assignval field="wDieSize" value="4"/>
<assignval field="wReach" value="5"/>
<assignval field="wDamBonus" value="3"/>
</bootstrap>
</thing>
<thing id="ra5CMMFaAp" name="False Appearance" description="While the blight remains motionless, it is indistinguishable from a dead shrub." compset="RaceSpec">
<tag group="abAction" tag="None"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
</thing>
<thing id="r5CMMVinBl" name="Vine Blight" description="A medium, evil plant creature that looks like a woody shrub when rooted in soil. \n\n100 XP" compset="Race">
<fieldval field="rHitDice" value="4"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="26"/>
<fieldval field="rSTR" value="5"/>
<fieldval field="rDEX" value="-2"/>
<fieldval field="rCON" value="4"/>
<fieldval field="rCHA" value="-7"/>
<fieldval field="rCR" value=".5"/>
<fieldval field="rSpeed" value="10"/>
<fieldval field="rINT" value="-5"/>
<fieldval field="rAC" value="3"/>
<tag group="CondImm" tag="pcnDeaf"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="Alignment" tag="Evil"/>
<tag group="CondImm" tag="pcnBlind"/>
<bootstrap thing="ra5CMMFalA"></bootstrap>
<bootstrap thing="raBlindSi">
<autotag group="Value" tag="60"/>
<autotag group="Helper" tag="BlindBeyo"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="wConstrict">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtBludgeon"/>
<autotag group="StandardDC" tag="aDEX"/>
<assignval field="wReach" value="10"/>
<assignval field="wDieCount" value="2"/>
<assignval field="wAttackEff" value="and a large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is re strained, and the blight can't constrict another target."/>
<assignval field="wDieSize" value="6"/>
</bootstrap>
<bootstrap thing="tpPlant"></bootstrap>
<bootstrap thing="ra5CMMEntP"></bootstrap>
</thing>
<thing id="ra5CMMFalA" name="False Appearance" description="While the blight remains motionless, it is indistinguishable from a tangle of vines." compset="RaceSpec">
<tag group="abAction" tag="None"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
</thing>
<thing id="ra5CMMEntP" name="Entangling Plants" description="Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for non plant creatures. In addition, each creature of the blight 's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become re strained . A creature can use its action to make a DC 12 Strength check, freeing it self or another entangl ed creature within reach on a success." compset="RaceSpec">
<fieldval field="trkMax" value="1"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="User" tag="Tracker"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="Usage" tag="Charges"/>
<tag group="Helper" tag="WeaponSpec"/>
<tag group="Recharge" tag="5" name="5-6" abbrev="5-6"/>
<tag group="FeatureTyp" tag="Action"/>
</thing>
<thing id="r5CMMAara" name="Aarakocra" description="The Aarakocra are a race of bird-like monstrous humanoids dwelling in high mountains." compset="Race">
<fieldval field="rHitDice" value="3"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="13"/>
<fieldval field="rSpeed" value="20 "/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rINT" value="1"/>
<fieldval field="rWIS" value="2"/>
<fieldval field="rCHA" value="1"/>
<fieldval field="rCR" value="0.25"/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="Good"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="WepProf" tag="wJavelin"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="ProfSkill" tag="skPercep"/>
<bootstrap thing="wTalon">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtSlashing"/>
<autotag group="wProperty" tag="Finesse"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wReach" value="5"/>
<assignval field="wDieSize" value="4"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="50"/>
</bootstrap>
<bootstrap thing="ra5CMMDiAt">
<assignval field="abText" value="aarakocra"/>
</bootstrap>
<bootstrap thing="tpHumanoid"></bootstrap>
<bootstrap thing="lAuran"></bootstrap>
<bootstrap thing="tt5CAarako"></bootstrap>
<eval phase="PreLevel" priority="10000" index="2"><![CDATA[~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
foreach pick in hero from BaseWep where "IsWeapon.wJavelin"
perform eachpick.assign[wProperty.Finesse]
nexteach]]></eval>
<eval phase="First">perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="r5CMMBans" name="Banshee" description="A Banshee is a female phantom, embodying the essence of hideousness. Banshees are the spirits of strongwilled, selfish humanoids. They are undead creatures who delight in bringing death to any living creature. It still speaks the language it has known in life." compset="Race">
<fieldval field="rHitDice" value="13"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="58"/>
<fieldval field="rSpeed" value="0 "/>
<fieldval field="rSTR" value="-9"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rINT" value="2"/>
<fieldval field="rWIS" value="1"/>
<fieldval field="rCHA" value="7"/>
<fieldval field="rCR" value="4 "/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="Evil"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="DamageRes" tag="dtAcid"/>
<tag group="DamageRes" tag="dtFire"/>
<tag group="DamageRes" tag="dtLightnin"/>
<tag group="DamageRes" tag="dtThunder"/>
<tag group="DamageImm" tag="dtCold"/>
<tag group="DamageImm" tag="dtNecrotic"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="CondImm" tag="pcnCharmed"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnFright"/>
<tag group="CondImm" tag="pcnGrapple"/>
<tag group="CondImm" tag="pcnParaly"/>
<tag group="CondImm" tag="pcnPetri"/>
<tag group="CondImm" tag="pcnPoison"/>
<tag group="CondImm" tag="pcnProne"/>
<tag group="CondImm" tag="pcnRestr"/>
<tag group="ProfSave" tag="svWIS" name="Wisdom"/>
<tag group="ProfSave" tag="svCHA" name="Charisma"/>
<tag group="DamComRes" tag="dcWepNonMa"/>
<bootstrap thing="lElvish"></bootstrap>
<bootstrap thing="tpUndead"></bootstrap>
<bootstrap thing="ra5CMMDetL">
<assignval field="abText" value="Banshee"/>
</bootstrap>
<bootstrap thing="ra5CMMIncM">
<assignval field="abText" value="banshee"/>
</bootstrap>
<bootstrap thing="ra5CMMWail">
<autotag group="Usage" tag="Day"/>
<autotag group="User" tag="Tracker"/>
<assignval field="trkMax" value="1"/>
</bootstrap>
<bootstrap thing="ra5CMMHorV"></bootstrap>
<bootstrap thing="wOtherMel">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtNecrotic"/>
<autotag group="wProperty" tag="Spell"/>
<assignval field="wAttack" value="7"/>
<assignval field="wDamBonus" value="7"/>
<assignval field="wDieCount" value="3"/>
<assignval field="wReach" value="5"/>
<assignval field="livename" value="Corrupting Touch"/>
<assignval field="sbName" value="Corrupting Touch"/>
<assignval field="wDieSize" value="6"/>
</bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="40"/>
<autotag group="Helper" tag="Hover"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<eval phase="First">~ perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="r5CMMBugb" name="Bugbear Chief" description="Bugbears are not overly intelligent but those that are smart enough become chiefs and install themselves as the rulers of varying goblinoid tribes, who they abuse and misuse as their personal slaves. Bugbear chiefs rule by brute strength from shabby throne rooms, sending their goblinoid slaves on raids against easy targets. If forced into direct combat, a threatened bugbear chief would usually rather retreat to find another easy life of ruling goblin slaves than stand and fight heroes. \nInstinct: To rule by force\n\nShow'em who's boss\nAmbush or flank a foe\nSend the grunts first" compset="Race">
<fieldval field="rHitDice" value="10"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="65"/>
<fieldval field="rSTR" value="7"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rCON" value="4"/>
<fieldval field="rINT" value="1"/>
<fieldval field="rWIS" value="2"/>
<fieldval field="rCHA" value="1"/>
<fieldval field="rCR" value="3"/>
<fieldval field="rMultiatt" value="The bugbear makes two melee attacks."/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="Evil"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="ProfSkill" tag="skIntim"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="ProfSkill" tag="skSurvival"/>
<tag group="ArmProfGrp" tag="Shields"/>
<tag group="ArmProfGrp" tag="ArmorLight"/>
<tag group="ArmProfGrp" tag="WepMartial"/>
<tag group="ArmProfGrp" tag="ArmorMed"/>
<tag group="ArmProfGrp" tag="WepSimple"/>
<tag group="WepProf" tag="wJavelin"/>
<tag group="WepProf" tag="wMornStar"/>
<tag group="Alignment" tag="Chaotic"/>
<bootstrap thing="lGoblin"></bootstrap>
<bootstrap thing="ttGoblinoi"></bootstrap>
<bootstrap thing="tpHumanoid"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="raBugBrute"></bootstrap>
<bootstrap thing="ra5CMMHoHr"></bootstrap>
<bootstrap thing="raBugSuAtt"></bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<eval phase="First">perform hero.child[skStealth].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="r5CMMBull" name="Bullywug" description="The bullywugs are portrayed as a violent race of marsh-dwelling frog-like humanoids." compset="Race">
<fieldval field="rHitDice" value="2"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="11"/>
<fieldval field="rSpeed" value="20"/>
<fieldval field="rSTR" value="2"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rCON" value="3"/>
<fieldval field="rINT" value="-3"/>
<fieldval field="rCHA" value="-3"/>
<fieldval field="rCR" value="0.25"/>
<fieldval field="rMultiatt" value="The bullywug makes two melee attacks: one with its bite and one with its spear."/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="Evil"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="ArmProfGrp" tag="ArmorLight"/>
<tag group="ArmProfGrp" tag="ArmorMed"/>
<tag group="ArmProfGrp" tag="Shields"/>
<tag group="ArmProfGrp" tag="WepSimple"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="WepProf" tag="wSpear"/>
<bootstrap thing="ra5CMMStan">
<assignval field="abText" value="bullywug"/>
<assignval field="abValue" value="20"/>
<assignval field="abValue2" value="10"/>
</bootstrap>
<bootstrap thing="ra5CMMSwam">
<assignval field="abText" value="bullywug"/>
</bootstrap>
<bootstrap thing="xSwim">
<autotag group="Value" tag="40"/>
</bootstrap>
<bootstrap thing="tpHumanoid"></bootstrap>
<bootstrap thing="l5CBullyWu"></bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="ra5CMMAmph">
<assignval field="abText" value="bullywug"/>
</bootstrap>
<bootstrap thing="ra5CMMSpea"></bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtBludgeon"/>
<assignval field="wDieSize" value="4"/>
<assignval field="wReach" value="5"/>
<assignval field="wDieCount" value="1"/>
</bootstrap>
<bootstrap thing="tt5CBullyw"></bootstrap>
</thing>
<thing id="ra5CMMAmph" name="Amphibious" description="The {abText} can breathe air and water." compset="RaceSpec">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="abAction" tag="None"/>
<eval phase="PostAttr" priority="20000"><![CDATA[Field[CustDesc].text = "The " & Field[abText].text & " can breathe air and water."]]></eval>
</thing>
<thing id="ra5CMMSpea" name="Speak with Frogs and Toads" description="The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug." compset="RaceSpec">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="abAction" tag="None"/>
</thing>
<thing id="ra5CMMSwam" name="Swamp Camouflage" description="The {abText} has advantage on Dexterity (Stealth) checks made to hide in swampy terrain." compset="RaceSpec">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="abAction" tag="None"/>
<eval phase="Final" priority="20000"><![CDATA[Field[CustDesc].text = "The " & Field[abText].text & " has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."]]></eval>
</thing>
<thing id="ra5CMMStan" name="Standing Leap" description="The {abValue}'s long jump is up to {abValue} feet and its high jump is up to {abValue} feet, with or without a running start." compset="RaceSpec">
<tag group="Helper" tag="ShowSpec"/>
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="abAction" tag="None"/>
<eval phase="Final" priority="50000"><![CDATA[field[CustDesc].text = "The " & field[abText].text & "'s long jump is up to " & field[abValue].value & " feet and its high jump is up to " & field[abValue2].value & " feet, with or without a running start."]]></eval>
</thing>
<thing id="ra5CMMDiAt" name="Dive Attack" description="If the {abText} is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack dea ls an extra 3 (1d6) damage to the target." compset="RaceSpec">
<tag group="ProductId" tag="Wizards"/>
<tag group="FeatureTyp" tag="Special"/>
<tag group="Helper" tag="ShowSpec"/>
<eval phase="Final" priority="20000"><![CDATA[Field[CustDesc].text = "If the " & Field[abText].text & " is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack dea ls an extra 3 (1d6) damage to the target."]]></eval>
</thing>
<thing id="r5CMMCamb" name="Cambion" description="In medieval legend, a cambion is the half-human offspring of the union between a human male and a succubus, or of an incubus and a human female. The non-human wellspring from whom they believe inherits it's supernatural powers and abilities." compset="Race">
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="82"/>
<fieldval field="rSTR" value="8"/>
<fieldval field="rDEX" value="8"/>
<fieldval field="rCON" value="6"/>
<fieldval field="rINT" value="4"/>
<fieldval field="rWIS" value="2"/>
<fieldval field="rCHA" value="6"/>
<fieldval field="rCR" value="5 "/>
<fieldval field="rMultiatt" value="The cambion makes two melee attacks or uses its Fire Ray twice."/>
<fieldval field="rHitDice" value="11"/>
<usesource source="5eMMCP"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="DamageRes" tag="dtCold"/>
<tag group="DamageRes" tag="dtFire"/>
<tag group="DamageRes" tag="dtLightnin"/>
<tag group="DamageRes" tag="dtPoison"/>
<tag group="ProfSave" tag="svSTR" name="Strength"/>
<tag group="ProfSave" tag="svCON" name="Constitution"/>
<tag group="ProfSave" tag="svINT" name="Intelligence"/>
<tag group="ProfSave" tag="svCHA" name="Charisma"/>
<tag group="ProfSkill" tag="skDecept"/>
<tag group="ProfSkill" tag="skIntim"/>
<tag group="ProfSkill" tag="skPercep"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="WepProf" tag="wSpear"/>
<tag group="Alignment" tag="Evil"/>
<tag group="ArmProfGrp" tag="ArmorLight"/>
<tag group="ArmProfGrp" tag="ArmorMed"/>
<tag group="DamComRes" tag="dcWepNonMa"/>
<bootstrap thing="ra5CMMFieB">
<assignval field="abText" value="cambion"/>
</bootstrap>
<bootstrap thing="ra5CMMInSp"></bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="xFly">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="wOtherRng">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtFire"/>
<autotag group="wProperty" tag="Spell"/>
<assignval field="wDieSize" value="6"/>
<assignval field="livename" value="Fire Ray"/>
<assignval field="sbName" value="Fire Ray"/>
<assignval field="wRangeNorm" value="120"/>
<assignval field="wDieCount" value="3"/>
</bootstrap>
<bootstrap thing="ra5CMMFieC"></bootstrap>
<bootstrap thing="spAlteSelf">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
<assignval field="trkMax" value="3"/>
</bootstrap>
<bootstrap thing="spCommand">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
<assignval field="trkMax" value="3"/>
</bootstrap>
<bootstrap thing="spDeteMagi">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
<assignval field="trkMax" value="3"/>
</bootstrap>
<bootstrap thing="spPlanShif">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
<assignval field="trkMax" value="1"/>
</bootstrap>
<bootstrap thing="lInfernal"></bootstrap>
<bootstrap thing="lAbyssal"></bootstrap>
<bootstrap thing="tpFiend"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
</thing>
<thing id="r5CMMCarr" name="Carrion Crawler" description="A carrion crawler was a burrowing aberration that scavenged the dead and occasionally preyed on living creatures. Similar to a giant, toothed centipede in appearance, carrion crawlers were often accompanied by a foul odor of death, which warned others of their approach.\n\nAlthough their nature ultimately rested in the Far Realm, it was thought by many, and indeed was possible, that carrion crawlers were created through a mad wizard's experiments." compset="Race">
<fieldval field="rHitDice" value="6"/>
<fieldval field="rHDSides" value="10"/>
<fieldval field="rHPStart" value="51"/>
<fieldval field="rSTR" value="4"/>
<fieldval field="rDEX" value="3"/>
<fieldval field="rCON" value="6"/>
<fieldval field="rINT" value="-9"/>
<fieldval field="rWIS" value="2"/>
<fieldval field="rCHA" value="-5"/>
<fieldval field="rCR" value="2"/>
<fieldval field="rMultiatt" value="The carrion crawler makes two attacks: one with its tentacles and one with its bite."/>
<fieldval field="rAC" value="2"/>
<usesource source="5eMMCP"/>
<tag group="ProfSkill" tag="skPercep"/>
<tag group="RaceSize" tag="Large1"/>
<tag group="RaceType" tag="NPC"/>
<bootstrap thing="xClimb">
<autotag group="Value" tag="30"/>
</bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="tpMonstros"></bootstrap>
<bootstrap thing="wTentacle">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPoison"/>
<autotag group="StandardDC" tag="aCON"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wAttackEff" value="and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."/>
<assignval field="wReach" value="10"/>
<assignval field="wAttack" value="4"/>
<assignval field="wDieSize" value="4"/>
<assignval field="livename" value="Tentacles"/>
<assignval field="sbName" value="Tentacles"/>
</bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="4"/>
<assignval field="wDieCount" value="2"/>
<assignval field="wReach" value="5"/>
</bootstrap>
<bootstrap thing="ra5CPieSpC">
<assignval field="abText" value="carrion crawler"/>
</bootstrap>
<bootstrap thing="ra5CYetKeS">
<assignval field="abText" value="carrion crawler"/>
</bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<eval phase="First">~ perform hero.child[skPercep].assign[Helper.ProfDouble]</eval>
</thing>
<thing id="r5CMMCraw" name="Crawling Claw" description="Using their fingers as legs, the hands crawled toward whatever they sensed as a target and swarmed over it. They could also leap six feet vertically. The swarm had no discernible front, back, or central body." compset="Race">
<fieldval field="rHitDice" value="1"/>
<fieldval field="rHDSides" value="4"/>
<fieldval field="rHPStart" value="2"/>
<fieldval field="rSpeed" value="20"/>
<fieldval field="rSTR" value="3"/>
<fieldval field="rDEX" value="4"/>
<fieldval field="rCON" value="1"/>
<fieldval field="rINT" value="-5"/>
<fieldval field="rCHA" value="-6"/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="Alignment" tag="Evil"/>
<tag group="RaceSize" tag="Tiny12"/>
<tag group="RaceType" tag="NPC"/>
<tag group="CondImm" tag="pcnCharmed"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnPoison"/>
<tag group="Helper" tag="UndLifLaCS"/>
<tag group="DamageImm" tag="dtPoison"/>
<bootstrap thing="xClimb">
<autotag group="Value" tag="20"/>
</bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="ra5CTurImm">
<assignval field="abText" value="claw"/>
</bootstrap>
<bootstrap thing="wClaw">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dt5CBluSla"/>
<assignval field="wDieSize" value="4"/>
<assignval field="wReach" value="5"/>
<assignval field="wDieCount" value="1"/>
</bootstrap>
<bootstrap thing="tpUndead"></bootstrap>
<bootstrap thing="raBlindSi">
<autotag group="Value" tag="30"/>
<autotag group="Helper" tag="BlindBeyo"/>
</bootstrap>
</thing>
<thing id="r5CMMCycl" name="Cyclops" compset="Race">
<fieldval field="rHitDice" value="12"/>
<fieldval field="rHDSides" value="12"/>
<fieldval field="rHPStart" value="138"/>
<fieldval field="rSTR" value="12"/>
<fieldval field="rDEX" value="1"/>
<fieldval field="rCON" value="10"/>
<fieldval field="rINT" value="-2"/>
<fieldval field="rWIS" value="-4"/>
<fieldval field="rCR" value="6 "/>
<fieldval field="rAC" value="4"/>
<fieldval field="rMultiatt" value="The cyclops makes two greatclub attacks."/>
<usesource source="5eMMCP"/>
<tag group="RaceSize" tag="Huge2"/>
<tag group="RaceType" tag="NPC"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="WepProf" tag="wGreatclub"/>
<bootstrap thing="wRock">
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="4"/>
<assignval field="wDieSize" value="10"/>
<assignval field="wRangeLong" value="120"/>
<assignval field="wRangeNorm" value="30"/>
</bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="tpGiant"></bootstrap>
<bootstrap thing="ra5CCycPDP">
<assignval field="abText" value="cyclops"/>
</bootstrap>
<bootstrap thing="lGiant"></bootstrap>
<eval phase="PostLevel" priority="10000"><![CDATA[~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
foreach pick in hero from BaseWep where "IsWeapon.wGreatclub"
eachpick.Field[wReach].value = 10
nexteach]]></eval>
</thing>
<thing id="r5CMMDeat" name="Death Knight" description="A death knight was a mighty undead warrior created by gods of death or other malevolent forces. They were most commonly created from evil humanoids who in life had been blackguards, fighters, rangers, barbarians, and even paladins fallen from grace." compset="Race">
<fieldval field="rHitDice" value="19"/>
<fieldval field="rHDSides" value="8"/>
<fieldval field="rHPStart" value="180"/>
<fieldval field="rSTR" value="10"/>
<fieldval field="rDEX" value="1"/>
<fieldval field="rCON" value="10"/>
<fieldval field="rINT" value="2"/>
<fieldval field="rWIS" value="6"/>
<fieldval field="rCHA" value="8"/>
<fieldval field="rCR" value="17"/>
<fieldval field="rMultiatt" value="The death knight makes three longsword attacks."/>
<fieldval field="rSpCastLev" value="19"/>
<usesource source="5eMMCP"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="NPC"/>
<tag group="DamageImm" tag="dtNecrotic"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnFright"/>
<tag group="CondImm" tag="pcnPoison"/>
<tag group="ProfSave" tag="svDEX" name="Dexterity"/>
<tag group="ProfSave" tag="svWIS" name="Wisdom"/>
<tag group="ProfSave" tag="svCHA" name="Charisma"/>
<tag group="WepProf" tag="wLongsword"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="ArmProfGrp" tag="ArmorHeavy"/>
<tag group="ArmProfGrp" tag="ArmorLight"/>
<tag group="ArmProfGrp" tag="WepMartial"/>
<tag group="ArmProfGrp" tag="ArmorMed"/>
<tag group="ArmProfGrp" tag="Shields"/>
<tag group="ArmProfGrp" tag="WepSimple"/>
<tag group="Alignment" tag="Evil"/>
<tag group="sClass" tag="cHelpPal"/>
<bootstrap thing="ra5CDNParr">
<assignval field="abText" value="death knight"/>
<assignval field="abValue" value="6"/>
</bootstrap>
<bootstrap thing="lAbyssal"></bootstrap>
<bootstrap thing="tpUndead"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="ra5CPixMRe">
<assignval field="abText" value="death knight"/>
</bootstrap>
<bootstrap thing="ra5CHelOrb"></bootstrap>
<bootstrap thing="ra5CMarUnd"></bootstrap>
<bootstrap thing="ra5CUndNat">
<assignval field="abText" value="death knight"/>
</bootstrap>
<bootstrap thing="ra5CDKSpCa"></bootstrap>
<bootstrap thing="xMultiatt"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="spHoldPers">
<autotag group="Helper" tag="RaceSpell"/>
</bootstrap>
<link linkage="castattr" thing="aCHA"/>
<eval phase="PostLevel" priority="10000"><![CDATA[ foreach pick in hero from BaseWep where "wCategory.Melee"
#extradamage[eachpick, " damage, plus 18 (4d8) necrotic", field[thingname].text]
nexteach]]></eval>
</thing>
<thing id="r5CMMDemi" name="Demilich" compset="Race">
<fieldval field="rHitDice" value="20"/>
<fieldval field="rHDSides" value="4"/>
<fieldval field="rHPStart" value="80"/>
<fieldval field="rSpeed" value="0"/>
<fieldval field="rSTR" value="-9"/>
<fieldval field="rDEX" value="10"/>
<fieldval field="rINT" value="10"/>
<fieldval field="rWIS" value="7"/>
<fieldval field="rCHA" value="10"/>
<fieldval field="rCR" value="18 "/>
<fieldval field="rAC" value="5"/>
<usesource source="5eMMCP"/>
<tag group="Alignment" tag="Evil"/>
<tag group="RaceSize" tag="Tiny12"/>
<tag group="RaceType" tag="NPC"/>
<tag group="DamageImm" tag="dtNecrotic"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="DamageImm" tag="dtPsychic"/>
<tag group="CondImm" tag="pcnCharmed"/>
<tag group="CondImm" tag="pcnDeaf"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnFright"/>
<tag group="CondImm" tag="pcnParaly"/>
<tag group="CondImm" tag="pcnPetri"/>
<tag group="CondImm" tag="pcnPoison"/>
<tag group="CondImm" tag="pcnProne"/>
<tag group="CondImm" tag="pcnStunned"/>
<tag group="ProfSave" tag="svCON" name="Constitution"/>
<tag group="ProfSave" tag="svINT" name="Intelligence"/>
<tag group="ProfSave" tag="svWIS" name="Wisdom"/>
<tag group="ProfSave" tag="svCHA" name="Charisma"/>
<tag group="DamageRes" tag="dt5CBPSMaW"/>
<tag group="DamComImm" tag="dcWepNonMa"/>
<tag group="Alignment" tag="NeutralLC"/>
<bootstrap thing="xFly">
<autotag group="Value" tag="30"/>
<autotag group="Helper" tag="Hover"/>
</bootstrap>
<bootstrap thing="tpUndead"></bootstrap>
<bootstrap thing="raTruesigh">
<autotag group="Value" tag="120"/>
</bootstrap>
<bootstrap thing="ra5CAvoida">
<assignval field="abText" value="demilich"/>
</bootstrap>
<bootstrap thing="ra5CLegRes">
<assignval field="abText" value="demilich"/>
</bootstrap>
<bootstrap thing="ra5CHowl"></bootstrap>
<bootstrap thing="ra5CLifDra"></bootstrap>
<bootstrap thing="ra5CLaDemi"></bootstrap>
<bootstrap thing="ra5CTurImm">
<assignval field="abText" value="demilich"/>
</bootstrap>
</thing>
<thing id="r5CMMBarl" name="Barlgura" description="Barlguras also known as leaping demons, were ape-like tanar'ri demons.\n\nBarlguras were covered in reddish-brown hair and stood between 5 and 6 feet tall. They appeared similar to orangutans. They usually walked on all four limbs, but were able to stand on two legs." compset="Race">
<fieldval field="rHitDice" value="8"/>
<fieldval field="rHDSides" value="10"/>
<fieldval field="rHPStart" value="68"/>
<fieldval field="rSTR" value="8"/>
<fieldval field="rDEX" value="5"/>
<fieldval field="rCON" value="6"/>
<fieldval field="rINT" value="-3"/>
<fieldval field="rWIS" value="4"/>
<fieldval field="rCHA" value="-1"/>
<fieldval field="rCR" value="5 "/>