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There are some "features" that we reorganize into "properties".
Properties inherited from other rules:
* Damage immunities, resistances, vulnerabilities
* Condition immunities
Other properties:
* Can regain HP (default=True)
* Can stop in hostile space (default=False)
* Minimum space to move without squeezing (default=calc based on size)
* Can breathe air (default=True)
* Can breathe water (default=False)
* Can hold breath for X time (default=calc based on constitution)
* Weapons are magical (default=False)
* Weapons deal +X damage (default=0)
* Weapons deal +XdY damage (default=0,0)
* Weapons deal +Xd{WEAPON_DIE_SIZE} damage (default=0)
* Carrying capacity is X (default=calc based on size)
* Berserk (default=False)
* Is telepathic (default=False)
* Is one-way telepathic (default=False)
* Dash action type (default=action)
* Disengage action type (default=action)
* Hide action type (default=action)
* Can see in magical darkness (default=False)
* Can see ethereal (default=False)
* Autodetects lies (default=False)
* Leaves a corpse (default=True)
* Can hold inventory (default=True)
* Appears as mundane object OBJECT when still (default=False)
* Immune to spell tag TAG
* Does not provoke opportunity attacks (default=False)
* Ignores difficult terrain (default=False)
* Ignores webs (default=False)
* Reactions/round (default=1)
* Sheds bright light radius X and dim light radius Y (default=0,0)
* Has perfect map recall (default=False)
* Mimic sounds/voices insight DC (default=Performance/Deception)
* Can speak with beasts (default=False)
* Can speak with plants (default=False)
* Can spider climb (default=False)
* Is hot (water boils/evaporates) (default=False)
* Form (default=True Form)
* Can smell (default=True)
* Alignment (default=NN)
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