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+{
+ "speed": "30 ft.",
+ "saves": [],
+ "d_resistances": [],
+ "d_vulnerabilities": [],
+ "d_immunities": [],
+ "c_immunities": [],
+ "senses": [
+ "darkvision 120 ft."
+ ],
+ "langs": "Elvish, Undercommon",
+ "skills": {
+ "Perception": 1,
+ "Stealth": 1
+ },
+ "hit_die_count": 3,
+ "hit_die_sides": 8,
+ "name": "Elf, Drow",
+ "type": "humanoid (elf)",
+ "cr": 0.25,
+ "size": "Medium",
+ "alignment": "neutral evil",
+ "stats": {
+ "str": 10,
+ "dex": 14,
+ "con": 10,
+ "int": 11,
+ "wis": 11,
+ "cha": 12
+ },
+ "inventory": [
+ {
+ "name": "chain shirt",
+ "cost": 5000,
+ "ac": 13,
+ "strength": 0,
+ "disadvantage": false,
+ "weight": 20.0,
+ "type": "medium"
+ },
+ {
+ "name": "shortsword",
+ "cost": 1000,
+ "damage": {
+ "dmg_type": "piercing",
+ "dmg_die_count": 1,
+ "dmg_die_sides": 6
+ },
+ "weight": 2.0,
+ "range": [
+ 0,
+ 0
+ ],
+ "reach": 5,
+ "properties": [
+ "finesse",
+ "light"
+ ],
+ "type": "martial melee weapons",
+ "text": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage."
+ },
+ {
+ "name": "hand crossbow",
+ "cost": 7500,
+ "damage": {
+ "dmg_type": "piercing",
+ "dmg_die_count": 1,
+ "dmg_die_sides": 6
+ },
+ "weight": 3.0,
+ "range": [
+ 30,
+ 120
+ ],
+ "reach": 0,
+ "properties": [
+ "ammunition",
+ "light",
+ "loading"
+ ],
+ "type": "martial ranged weapons",
+ "text": "_Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."
+ }
+ ],
+ "natural_armor": [],
+ "description": "",
+ "features": [
+ {
+ "name": "fey ancestry",
+ "text": "The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.",
+ "type": "feature"
+ },
+ {
+ "name": "innate spellcasting",
+ "text": "The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: \nAt will: **_dancing lights_** \n1/day each: **_darkness_**, **_faerie fire_**",
+ "type": "feature"
+ },
+ {
+ "name": "sunlight sensitivity",
+ "text": "While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
+ "type": "feature"
+ }
+ ],
+ "prof": 2
+} \ No newline at end of file