[[],[],[],[],[],[],[],[],[],[{"id":10964,"name":"BLACK EARTH GUARD","full_text":"<p><strong>Armor Class 18 (plate)<br \/>Hit Points 39 (6d8 + 12)<br \/>Speed 30 ft.<\/strong><\/p><p><strong>ACTIONS<\/strong><br \/><em>Multiattack.<\/em> The guard makes two melee attacks. <br \/><br \/>Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one<br \/>target. Hit: 7 (ld8 + 3) piercing damage.<\/p><p><br \/><strong>REACTIONS<\/strong><br \/><em>Unyielding.<\/em> When the guard is subjected to an effect that <br \/>would move it, knock it prone, or both, it can use its reaction to<br \/>be neither moved nor knocked prone.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"39","initiative":"0","base_attack":" 7 (ld8 + 3) piercing damage","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10965,"name":"BLACK EARTH PRIEST","full_text":"<p><strong>Armor Class<\/strong> 17 (splint)<br \/><strong>Hit Points<\/strong> 45 (7d8 + 14)<br \/><strong>Speed<\/strong> 30 ft.<\/p><p><strong>Spellcasting.<\/strong> The priest is a 5th-level spellcaster. Its<br \/>spellcasting ability is Charisma (spell save DC 13, +5 to hit<br \/>with spell attacks). It knows the following sorcerer spells (an<br \/>asterisked spell is from appendix B): <br \/>Cantrips (at will): acid splash, blade ward, light,<br \/>mending, mold earth*<br \/>1st level (4 slots): earth tremor* expeditious retreat, shield<br \/>2nd level (3 slots): shatter, spider climb<br \/>3rd level (2 slots): slow<\/p><p><strong>ACTIONS<\/strong><\/p><p><em>Multiattack<\/em>. The priest makes two melee attacks. <br \/>Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.<br \/>Hit: 7 (IdlO + 2) slashing damage. <br \/><strong>REACTIONS<\/strong><br \/><em>Unyielding.<\/em> When the priest is subjected to an effect that <br \/>would move it, knock it prone, or both, it can use its reaction to<br \/>be neither moved nor knocked prone.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"45 (7d8 + 14)","initiative":"","base_attack":"7 (1d10 + 2) slashing damage","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10966,"name":"BURROWSHARK","full_text":"<p><strong>Armor Class<\/strong> 18 (plate)<br \/><strong>Hit Points<\/strong> 82 (lld8 +33)<br \/><strong>Speed<\/strong> 30 ft.<\/p><p><strong>ACTIONS<\/strong><br \/><em>Multiattack.<\/em> The burrowshark makes three melee attacks. <br \/>Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or<br \/>range 20\/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage, or<br \/>8 (ld8 + 4) piercing damage if used with two hands to make a<br \/>melee attack.<\/p><p><br \/><strong>REACTIONS<\/strong><br \/><em>Unyielding.<\/em> When the burrowshark is subjected to an effect <br \/>that would move it, knock it prone, or both, it can use its<br \/>reaction to be neither moved nor knocked prone.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"82 (11d8 +33)","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10967,"name":"STONEMELDER","full_text":"<p><strong>Armor Class<\/strong> 17 (splint)<br \/><strong>Hit Points<\/strong> 75 (10d8 + 30)<br \/><strong>Speed<\/strong> 30 ft.<\/p><p><strong>Death Burst.<\/strong> When the stonemelder dies, it turns to stone<br \/>and explodes in a burst of rock shards, becoming a smoking<br \/>pile of rubble. Each creature within 10 feet ofthe exploding<br \/>stonemelder must make a DC 14 Dexterity saving throw, taking<br \/>11 (2dl0) bludgeoning damage on a failed save, or half as<br \/>much damage on a successful one.<\/p><p><br \/><strong>Spellcasting.<\/strong> The stonemelder is a 7th-level spellcaster. Its<br \/>spellcasting ability is Charisma (spell save DC 13, +5 to hit<br \/>with spell attacks). It knows the following sorcerer spells (an<br \/>asterisked spell is from appendix B): <br \/>Cantrips (at will): acid splash, blade ward, light,<br \/>mending, mold earth* <br \/>1st level (4 slots): expeditious retreat, false life, shield<br \/>2nd level (3 slots): Maximilian's earthen grasp* shatter<br \/>3rd level (3 slots): erupting earth* meld into stone<br \/>4th level (1 slot): stoneskin<\/p><p><br \/><strong>ACTIONS<\/strong><br \/><em>Black Earth Rod.<\/em> Melee Weapon Attack: +5 to hit, reach 5 <br \/>ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The<br \/>stonemelder can also expend a spell slot to deal extra damage,<br \/>dealing 2d8 bludgeoning damage for a 1st level slot, plus an<br \/>additional ld8 for each level ofthe slot above 1st<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"75 (10d8 + 30)","initiative":"","base_attack":"5 (1d6 + 2) bludgeoning damage","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":10968,"name":"HELLENRAE ","full_text":"<p><strong>Armor Class<\/strong> 16<br \/><strong>Hit Points<\/strong> 78 (12d8 + 24) <br \/><strong>Speed<\/strong> 50 ft.<\/p><p><strong>Damage Immunities<\/strong> poison<br \/><strong>Condition Immunities<\/strong> blinded, poisoned<\/p><p><strong>Evasion.<\/strong> If Hellenrae is subjected to an effect that allows her<br \/>to make a Dexterity saving throw to take only half damage, she<br \/>instead takes no damage if she succeeds on the saving throw,<br \/>and only half damage if she fails.<\/p><p><br \/><strong>Stunning Strike (Recharge 5-6)<\/strong> When Hellenrae hits a target<br \/>with a melee weapon attack, the target must succeed on a DC<br \/>13 Constitution saving throw or be stunned until the end of<br \/>Hellenrae's next turn.<\/p><p><br \/><strong>Unarmored Defense.<\/strong> While Hellenrae is wearing no armor and<br \/>wielding no shield, her AC includes her Wisdom modifier. <br \/>Unarmored Movement. While Hellenrae is wearing no<br \/>armor and wielding no shield, her speed increases by 20 feet<br \/>(included in her speed). <br \/><strong>ACTIONS<\/strong> <br \/><em>Multiattack<\/em>. Hellenrae makes three melee attacks. <br \/>Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,<br \/>one target. Hit: 9 (ldlO + 4) bludgeoning damage. <br \/><strong>REACTIONS<\/strong> <br \/><em>Parry and Counter.<\/em> Hellenrae adds 3 to her AC against one<br \/>melee or ranged weapon attack that would hit her. To do so,<br \/>she must be able to sense the attacker with her blindsight.<br \/>If the attack misses, Hellenrae can make one melee attack<br \/>against the attacker if it is within her reach.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"78 (12d8 + 24) ","initiative":"","base_attack":"9 (1d10 + 4) ","environment":"","type":"Aberration","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":10969,"name":"MIRAJ VIZANN","full_text":"<p><strong>Armor Class<\/strong> 10 (13 with mage armor)<br \/><strong>Hit Points<\/strong> 82 (lld8 + 33)<br \/><strong>Speed<\/strong> 30 ft<\/p><p><strong>Earth Walk.<\/strong> Moving through difficult terrain made of earth or<br \/>stone costs Miraj no extra movement.<\/p><p><br \/><strong>Innate Spellcasting.<\/strong> Miraj's innate spellcasting ability is<br \/>Constitution (spell save DC 14). He can innately cast the<br \/>following spell, requiring no material components: <br \/>1\/day: pass without trace<\/p><p><strong>Spellcasting<\/strong>.<\/p><p>Miraj is an 11th-level spellcaster. His spellcasting <br \/>ability is Charisma (spell save DC 15, +7 to hit with spell<br \/>attacks). He knows the following sorcerer spells (an asterisked<br \/>spell is from appendix B): <br \/>Cantrips (at will): acid splash, blade ward, friends, light,<br \/>message, mold earth*<br \/>1st level (4 slots): chromatic orb, mage armor, magic missile<br \/>2nd level (3 slots): Maximilian's earthen grasp*<br \/>shatter, suggestion<br \/>3rd level (3 slots): counterspell, erupting earth*<br \/>4th level (3 slots): polymorph, stoneskin<br \/>5th level (2 slots): wall of stone<br \/>6th level (1 slot): move earth<\/p><p><br \/><strong>ACTIONS<\/strong> <br \/><em>Staff<\/em>. Melee Weapon Attack: +4 to hit, reach 5 ft., one<br \/>target. Hit: 4 (ld6 + 1) bludgeoning damage, or 5 (ld8 + 1)<br \/>bludgeoning damage when used with two hands.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"82 (11d8 + 33)","initiative":"","base_attack":"4 (1d6 + 1)","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":11110,"name":"WINDHARROW","full_text":"<p><strong>Armor Class <\/strong>15 (studded leather)<strong><br \/>Hit Points <\/strong>55 (10d8+10)<strong><br \/>Speed<\/strong> 30 ft.<\/p><p><strong>Fey Ancestry.<\/strong> Windharrow has advantage on saving throws<br \/>against being charmed, and magic can't put him to sleep.&nbsp;<\/p><p><br \/><strong>Spellcasting.<\/strong> Windharrow is an Sth-level spellcaster. His<br \/>spellcasting ability is Charisma (spell save DC 13, +5 to hit with <br \/>spell attacks). Windharrow knows the following bard spells:<\/p><p style=\"padding-left: 30px;\"><br \/>Cantrips (at will): friends, prestidigitation, vicious mockery<br \/>1st level (4 slots): disguise self, dissonant whispers, thunderwave<br \/>2nd level (3 slots): invisibility, shatter, silence<br \/>3rd level (3 slots): nondetection, sending, tongues<br \/>4th level (2 slots): confusion, dimension door<\/p><p><strong>Multiattack.<\/strong> Windharrow makes two melee attacks.<\/p><p><br \/><strong>Rapier.<\/strong> Melee Weapon Attack: +5 to hit, reach 5 ft., one <br \/>creature. Hit: 7 (ld8 + 3) piercing damage.<\/p>","family":"half-elf","ch":"7","size":"Medium","hit_dice":"55 (10d8+10)","initiative":"+3","base_attack":"Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one  creature. Hit: 7 (ld8 + 3) piercing damage. ","environment":"","type":"Humanoid","challenge_rating":"7","alignment":"Neutral Evil","reference":"Usergen"},{"id":11111,"name":"HURRICANE ","full_text":"<p><strong>Armor Class<\/strong> 14<br \/><strong>Hit Points<\/strong> 33&nbsp;<br \/><strong>Speed<\/strong> 45 ft.<\/p><p><strong>Spellcasting.<\/strong> The hurricane is a 3rd-level spellcaster. Its<br \/>spellcasting ability is Wisdom (spell save DC 11, +3 to hit<br \/>with spell attacks). It knows the following sorcerer spells (an<br \/>asterisked spell is from appendix B):<\/p><p style=\"padding-left: 30px;\"><br \/>Cantrips (at will): blade ward, gust* light, prestidigitation<br \/>1st level (4 slots): feather fall, jump, thunderwave<br \/>2nd level (2 slots): gust of wind<\/p><p><br \/><strong>Unarmored Defense.<\/strong> While the hurricane is wearing no armor<br \/>and wielding no shield, its AC includes its Wisdom modifier. <br \/>Unarmored Movement. While the hurricane is wearing no<br \/>armor and wielding no shield, its walking speed increases by 15<br \/>feet (included in its speed). <br \/><strong>ACTIONS<\/strong><\/p><p style=\"padding-left: 30px;\"><br \/><strong>Multiattack<\/strong>. The hurricane makes two melee attacks. <br \/><strong>Unarmed Strike<\/strong>. Melee Weapon Attack: +5 to hit, reach 5 ft.,<br \/>one target. Hit: 6 (ld6 + 3) bludgeoning damage.<\/p><p><br \/><strong>REACTIONS<\/strong><\/p><p style=\"padding-left: 30px;\"><br \/><strong>Deflect Missiles.<\/strong> When the hurricane is hit by a ranged weapon <br \/>attack, it reduces the damage from the attack by ldlO + 9. If the<br \/>damage is reduced to 0, the hurricane can catch the missile if<br \/>it is small enough to hold in one hand and the hurricane has at<br \/>least one hand free.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"33","initiative":"3","base_attack":"Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage.","environment":"","type":"Aberration","challenge_rating":"0","alignment":"Lawful Good","reference":"Usergen"},{"id":11112,"name":"AERISI KALINOTH ","full_text":"<p><strong>Armor Class<\/strong> 13(16 with mage armor)<br \/><strong>Hit Points<\/strong> 66 (12d8 + 12)<br \/><strong>Speed<\/strong> 30 ft.<\/p><p><strong>Fey Ancestry.<\/strong> Aerisi has advantage on saving throws against<br \/>being charmed, and magic can't put her to sleep.<\/p><p><br \/><strong>Howling Defeat.<\/strong> When Aerisi drops to 0 hit points, her body<br \/>disappears in a howling whirlwind that disperses quickly and<br \/>harmlessly. Anything she is wearing or carrying is left behind.<\/p><p><br \/><strong>Legendary Resistance (2\/Day).<\/strong> If Aerisi fails a saving throw, she<br \/>can choose to succeed instead.<\/p><p><br \/><strong>Spellcasting.<\/strong> Aerisi is an 12th-level spellcaster. Her spellcasting<br \/>ability is Intelligence (spell save DC 14, +6 to hit with spell<br \/>attacks). Aerisi has the following wizard spells prepared (an<br \/>asterisked spell is from appendix B):<\/p><p style=\"padding-left: 30px;\"><br \/>Cantrips (at will): gust* mage hand, message, prestidigitation,<br \/>ray of frost, shocking grasp <br \/>1st level (4 slots): charm person, feather fall, mage<br \/>armor, thunderwave <br \/>2nd level (3 slots): dust devil* gust of wind, invisibility<br \/>3rd level (3 s\\ots): fly, gaseous form, lightning bolt<br \/>4th level (3 slots): ice storm, storm sphere*<br \/>5th level (2 slots): cloudkill, seeming (cast each day)<br \/>6th level (1 slot): chain lightning<\/p><p><br \/><strong>ACTIONS<\/strong> <br \/><strong>Windvane.<\/strong> Melee or Ranged Weapon Attack: +9 to hit, reach 5<br \/>ft. or range 20 ft.\/60 ft., one target. Hit: 9 (ld6 + 6) piercing<br \/>damage, or 10 (ld8 + 6) piercing damage if used with two<br \/>hands to make a melee attack, plus 3 (ld6) lightning damage.<\/p><p><strong>LAIR ACTIONS<\/strong> <br \/>On initiative count 20 (losing<br \/>initiative ties), Aerisi uses a lair action to <em>cast one of her<\/em><br \/><em>spells, up to 3rd level<\/em>, without using components or a<br \/>spell slot. She can't cast the same spell two rounds in a<br \/>row, although she can continue to concentrate on a spell<br \/>she previously cast using a lair action. Aerisi can take<br \/>no other lair actions while concentrating on a spell cast<br \/>as a lair action. <br \/>If Aerisi casts <em>invisibility<\/em> using this lair action, she<br \/>also draws the power ofthe air node into herself. By<br \/>doing so, <em>she regains 15 (3d8 + 2) hit points. <\/em><\/p><p>&nbsp;<\/p><p>&nbsp;<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"66","initiative":"","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"},{"id":11113,"name":"HOWLING HATRED INITIATE","full_text":"<p><strong>Armor Class<\/strong> 13 (leather)<br \/><strong>Hit Points<\/strong> 9 (2d8)<br \/><strong>Speed<\/strong> 30 ft.<\/p><p><strong>Guiding Wind<\/strong> (Recharges after a Short or Long Rest). As a<br \/>bonus action, the initiate gains advantage on the next ranged<br \/>attack roll it makes before the end of its next turn<\/p><p><strong>Hold Breath.<\/strong> The initiate can hold its breath for 30 minutes.<\/p><p><strong>Dagger.<\/strong> Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.<br \/>or range 20\/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.<\/p>","family":"","ch":"0","size":"Medium","hit_dice":"9","initiative":"2","base_attack":"","environment":"","type":"Aberration","challenge_rating":"","alignment":"Lawful Good","reference":"Usergen"}]]