{
  "_meta": {
    "sources": [
      {
        "json": "BastionFalls",
        "abbreviation": "BF",
        "full": "Bastion Falls",
        "version": "1.0.0",
        "url": "https://bastion-falls.thekennel.info",
        "authors": [
          "nicodoggie"
        ]
      }
    ],
    "dateAdded": 1778691191,
    "dateLastModified": 1778691191,
    "edition": "classic"
  },
  "monster": [
    {
      "name": "Aigral, Giant of Inespell",
      "size": [
        "H"
      ],
      "type": "giant",
      "source": "BastionFalls",
      "alignment": [
        "C",
        "E"
      ],
      "ac": [
        {
          "ac": 15,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 255,
        "formula": "85 + 45 + 45 + 40 + 40 (paragon pools)"
      },
      "speed": {
        "walk": 40
      },
      "str": 19,
      "dex": 10,
      "con": 16,
      "int": 8,
      "wis": 12,
      "cha": 14,
      "save": {
        "con": "+6",
        "wis": "+4"
      },
      "passive": 11,
      "languages": [
        "Common"
      ],
      "cr": "5",
      "trait": [
        {
          "name": "Paragon Creature (5 Parts)",
          "entries": [
            "Aigral is divided into five health pools: Body (85 HP), Left Arm (45 HP), Right Arm (45 HP), Left Leg (40 HP), and Right Leg (40 HP). When a pool is reduced to 0 hit points, that part is destroyed and its related abilities are lost.",
            "Paragon pool effects: lose one arm -> reduced Multiattack flexibility; lose both arms -> cannot use smites or spell-like arm abilities; lose one leg -> speed is halved; lose both legs -> speed becomes 0 and Aigral can only use Body actions."
          ]
        },
        {
          "name": "Multiple Turns",
          "entries": [
            "Aigral takes 3 turns per round, spaced evenly through initiative. On each turn it can use actions from any parts that are still intact."
          ]
        },
        {
          "name": "Aura of Flame (Body)",
          "entries": [
            "A creature that starts its turn within 10 feet of Aigral takes 5 (1d10) fire damage, or half as much on a successful DC 14 Dexterity saving throw."
          ]
        },
        {
          "name": "Aura of Dread (Recharge 5-6)",
          "entries": [
            "Creatures of Aigral's choice within 10 feet must succeed on a DC 14 Wisdom saving throw or become frightened until the end of their next turn."
          ]
        }
      ],
      "action": [
        {
          "name": "Fire Sprite Breath (Recharge 5-6)",
          "entries": [
            "Aigral exhales corrupted divine embers in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.",
            "Nonmagical metal objects in the area become brittle and scorched as the sprites consume iron like fuel."
          ]
        },
        {
          "name": "Massive Slam (Recharge 6)",
          "entries": [
            "Aigral slams the ground with all remaining limbs. Each creature within 15 feet must make a DC 14 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and falling prone on a failed save, or taking half as much damage and not falling prone on a successful one.",
            "Cost: this action uses all parts; Aigral cannot use arm or leg actions until the start of its next turn."
          ]
        },
        {
          "name": "Multiattack (Requires 1+ Arm)",
          "entries": [
            "Aigral makes two arm attacks, choosing from Radiant Fist and Flaming Fist based on remaining arms."
          ]
        },
        {
          "name": "Left Arm - Radiant Fist",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage."
          ]
        },
        {
          "name": "Bless (Recharge 5-6)",
          "entries": [
            "Aigral blesses itself and its remaining parts for 1 minute. It adds 1d4 to attack rolls and saving throws."
          ]
        },
        {
          "name": "Right Arm - Flaming Fist",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 5 (1d10) fire damage."
          ]
        },
        {
          "name": "Searing Smite (Recharge 5-6)",
          "entries": [
            "When Aigral hits with an arm attack, the attack deals an extra 7 (2d6) fire damage. The target then takes 3 (1d6) fire damage at the start of each of its turns until it succeeds on a DC 14 Constitution saving throw at the end of its turn."
          ]
        },
        {
          "name": "Sweep (Requires 1+ Leg)",
          "entries": [
            "Each creature in a 15-foot cone must make a DC 14 Dexterity saving throw, taking 9 (2d8) bludgeoning damage and falling prone on a failed save, or half as much damage on a successful one."
          ]
        }
      ]
    },
    {
      "name": "Deathengel, the Celestial Avenger",
      "size": [
        "L"
      ],
      "type": "celestial",
      "source": "BastionFalls",
      "alignment": [
        "L",
        "G"
      ],
      "ac": [
        {
          "ac": 19,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 240,
        "formula": "20d10 + 120"
      },
      "speed": {
        "walk": 40,
        "fly": 120
      },
      "str": 24,
      "dex": 20,
      "con": 22,
      "int": 19,
      "wis": 24,
      "cha": 25,
      "save": {
        "wis": "+13",
        "cha": "+13"
      },
      "skill": {
        "insight": "+13",
        "perception": "+13"
      },
      "senses": [
        "truesight 120 ft."
      ],
      "passive": 23,
      "languages": [
        "all",
        "telepathy 120 ft."
      ],
      "cr": "19",
      "resist": [
        "radiant",
        {
          "resist": [
            "bludgeoning",
            "piercing",
            "slashing"
          ],
          "note": "from nonmagical attacks"
        }
      ],
      "conditionImmune": [
        "charmed",
        "exhaustion",
        "frightened"
      ],
      "trait": [
        {
          "name": "Divine Awareness",
          "entries": [
            "Deathengel knows if it hears a lie."
          ]
        },
        {
          "name": "Innate Spellcasting",
          "entries": [
            "Deathengel's spellcasting ability is Charisma (spell save DC 21). Deathengel can innately cast the following spells, requiring no material components.",
            "At will: detect evil and good, invisibility (self only)",
            "3/day each: blade barrier, dispel evil and good, raise dead, resurrection"
          ]
        },
        {
          "name": "Magic Resistance",
          "entries": [
            "Deathengel has advantage on saving throws against spells and other magical effects."
          ]
        },
        {
          "name": "Divine Presence",
          "entries": [
            "Deathengel emits an aura of divine power within 30 feet of it. Friendly creatures in the aura have advantage on saving throws against spells and other magical effects. Additionally, any fiend or undead creature that starts its turn within the aura takes 11 (2d10) radiant damage."
          ]
        },
        {
          "name": "Possession (Recharge 5-6)",
          "entries": [
            "Deathengel attempts to possess a creature it can see within 30 feet of it. The target must make a DC 21 Wisdom saving throw. On a failed save, Deathengel possesses the target, and the target's body becomes an empty vessel under Deathengel's control. The possession lasts until Deathengel ends it as a bonus action, the target succeeds on a DC 21 Wisdom saving throw at the end of each of its turns, or the target drops to 0 hit points. While possessed, the target is incapacitated, and Deathengel controls its movement and actions."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "Deathengel makes three melee attacks: two with its longsword and one with its ethereal shield."
          ]
        },
        {
          "name": "Longsword",
          "entries": [
            "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 17 (5d6) radiant damage."
          ]
        },
        {
          "name": "Ethereal Shield",
          "entries": [
            "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 7) bludgeoning damage plus 17 (5d6) radiant damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone."
          ]
        },
        {
          "name": "Heavenly Light",
          "entries": [
            "Deathengel releases a radiant burst of energy in a 30-foot radius. Each creature of its choice must make a DC 21 Constitution saving throw, taking 40 (10d8) radiant damage on a failed save, or half as much damage on a successful one."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Blade Ward",
          "entries": [
            "When Deathengel is hit by an attack, it gains resistance to all damage from that attack."
          ]
        },
        {
          "name": "Celestial Shield",
          "entries": [
            "When a creature within 30 feet of Deathengel is targeted by a spell, Deathengel can use its reaction to grant the target advantage on the saving throw against that spell."
          ]
        }
      ],
      "legendaryActions": 3,
      "legendaryHeader": [
        "Deathengel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Deathengel regains spent legendary actions at the start of its turn."
      ],
      "legendary": [
        {
          "name": "Ethereal Charge",
          "entries": [
            "Deathengel moves up to its flying speed without provoking opportunity attacks."
          ]
        },
        {
          "name": "Radiant Burst (Costs 2 Actions)",
          "entries": [
            "Deathengel uses its Heavenly Light ability."
          ]
        },
        {
          "name": "Healing Touch (Costs 3 Actions)",
          "entries": [
            "Deathengel touches another creature. The target regains 30 (4d10 + 10) hit points and is cured of any diseases or neutralized poisons."
          ]
        }
      ],
      "traitTags": [
        "Magic Resistance"
      ]
    },
    {
      "name": "Finrod Kincade",
      "size": [
        "M"
      ],
      "type": "humanoid",
      "source": "BastionFalls",
      "alignment": [
        "L",
        "G"
      ],
      "ac": [
        {
          "ac": 17,
          "from": [
            "chain mail",
            "shield",
            "Defense fighting style"
          ]
        }
      ],
      "hp": {
        "average": 52,
        "formula": "6d10 + 12"
      },
      "speed": {
        "walk": 30
      },
      "str": 16,
      "dex": 14,
      "con": 14,
      "int": 10,
      "wis": 12,
      "cha": 10,
      "save": {
        "str": "+6",
        "con": "+5"
      },
      "skill": {
        "athletics": "+6",
        "intimidation": "+3",
        "perception": "+4",
        "survival": "+4"
      },
      "passive": 14,
      "languages": [
        "Common"
      ],
      "cr": "4",
      "trait": [
        {
          "name": "Action Surge (1/Short Rest)",
          "entries": [
            "Once per short or long rest, Finrod can take one additional action on his turn, potentially making four weapon attacks total."
          ]
        },
        {
          "name": "Combat Superiority",
          "entries": [
            "Finrod has four superiority dice (d8s). He can expend one to fuel a maneuver below. All dice are recovered on a short or long rest. His maneuver save DC is 14."
          ]
        },
        {
          "name": "Student of War",
          "entries": [
            "Finrod can use Intelligence instead of Charisma for Intimidation checks."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "Finrod makes two longsword attacks. He may expend a superiority die on one or more of these attacks to apply a maneuver. If he uses Action Surge, he makes two additional attacks as part of that action."
          ]
        },
        {
          "name": "Longsword",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded with two hands."
          ]
        },
        {
          "name": "Trip Attack (Maneuver)",
          "entries": [
            "When Finrod hits a creature with a weapon attack, he can expend one superiority die to add 1d8 to the damage roll. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone."
          ]
        },
        {
          "name": "Sweeping Attack (Maneuver)",
          "entries": [
            "When Finrod hits a creature with a melee weapon attack, he can expend one superiority die. A second creature within 5 feet of the original target and within Finrod's reach takes damage equal to the superiority die roll if the original attack roll would have also hit it."
          ]
        },
        {
          "name": "Precision Attack (Maneuver)",
          "entries": [
            "When Finrod makes a weapon attack roll, he can expend one superiority die and add the result to the roll. He can use this before or after seeing whether the attack hits."
          ]
        },
        {
          "name": "Shortbow",
          "entries": [
            "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Second Wind (1/Short Rest)",
          "entries": [
            "Finrod regains 1d10 + 6 hit points as a bonus action. Once per short or long rest."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Riposte (Maneuver)",
          "entries": [
            "When a creature misses Finrod with a melee attack, he can expend one superiority die to make one melee weapon attack against that creature. On a hit, he adds the superiority die to the attack's damage roll."
          ]
        }
      ]
    },
    {
      "name": "Flancer Kincade",
      "size": [
        "M"
      ],
      "type": "humanoid",
      "source": "BastionFalls",
      "alignment": [
        "L",
        "G"
      ],
      "ac": [
        {
          "ac": 16,
          "from": [
            "chain mail"
          ]
        }
      ],
      "hp": {
        "average": 52,
        "formula": "6d10 + 18"
      },
      "speed": {
        "walk": 30
      },
      "str": 18,
      "dex": 14,
      "con": 16,
      "int": 10,
      "wis": 12,
      "cha": 8,
      "save": {
        "str": "+7",
        "con": "+6"
      },
      "skill": {
        "athletics": "+7",
        "perception": "+4",
        "survival": "+4"
      },
      "passive": 14,
      "languages": [
        "Common"
      ],
      "cr": "5",
      "trait": [
        {
          "name": "Action Surge (1/Short Rest)",
          "entries": [
            "Once per short or long rest, Flancer can take one additional action on his turn. If he uses this to attack, he makes four longsword attacks total that turn instead of two."
          ]
        },
        {
          "name": "Improved Critical",
          "entries": [
            "Flancer's weapon attacks score a critical hit on a roll of 19 or 20."
          ]
        },
        {
          "name": "Great Weapon Fighting",
          "entries": [
            "When Flancer rolls a 1 or 2 on a damage die for an attack made with a weapon wielded in two hands, he rerolls that die and must use the new roll."
          ]
        },
        {
          "name": "Remarkable Athlete",
          "entries": [
            "Flancer adds +3 to any Strength, Dexterity, or Constitution check that doesn't already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "Flancer makes two greatsword attacks. If he uses Action Surge, he makes two additional greatsword attacks as part of that additional action, for a total of four attacks."
          ]
        },
        {
          "name": "Greatsword",
          "entries": [
            "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Great Weapon Fighting: Flancer rerolls any 1 or 2 on either damage die."
          ]
        },
        {
          "name": "Shortbow",
          "entries": [
            "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Second Wind (1/Short Rest)",
          "entries": [
            "Flancer regains 1d10 + 6 hit points as a bonus action. Once per short or long rest."
          ]
        }
      ]
    },
    {
      "name": "Tanner McCullaugh",
      "size": [
        "M"
      ],
      "type": "humanoid",
      "source": "BastionFalls",
      "alignment": [
        "L",
        "N"
      ],
      "ac": [
        {
          "ac": 15,
          "from": [
            "mage armor"
          ]
        }
      ],
      "hp": {
        "average": 22,
        "formula": "5d6 + 5"
      },
      "speed": {
        "walk": 30
      },
      "str": 8,
      "dex": 14,
      "con": 12,
      "int": 18,
      "wis": 10,
      "cha": 14,
      "save": {
        "int": "+7",
        "wis": "+3"
      },
      "skill": {
        "arcana": "+7",
        "history": "+7",
        "insight": "+3",
        "investigation": "+7",
        "perception": "+3"
      },
      "passive": 13,
      "languages": [
        "Common",
        "two additional languages (Sage background)"
      ],
      "cr": "3",
      "trait": [
        {
          "name": "Spellcasting",
          "entries": [
            "Tanner is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:",
            "Cantrips (at will): mage hand, minor illusion, prestidigitation",
            "1st level (4 slots): charm person, disguise self, mage armor, magic missile, shield",
            "2nd level (3 slots): invisibility, mirror image, misty step, suggestion",
            "3rd level (2 slots): fireball, major image, phantom steed, slow"
          ]
        },
        {
          "name": "Improved Minor Illusion",
          "entries": [
            "When Tanner casts Minor Illusion, he can create both a sound and an image simultaneously with the same casting."
          ]
        },
        {
          "name": "Arcane Recovery (1/Day)",
          "entries": [
            "Once per day when Tanner finishes a short rest, he can recover expended spell slots whose combined level is no higher than 3 (e.g. one 3rd-level slot, or one 2nd-level and one 1st-level slot)."
          ]
        }
      ],
      "action": [
        {
          "name": "Quarterstaff",
          "entries": [
            "Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if wielded with two hands."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Misty Step (2nd-Level Spell)",
          "entries": [
            "Tanner teleports up to 30 feet to an unoccupied space he can see. Costs one 2nd-level spell slot."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Shield (1st-Level Spell)",
          "entries": [
            "When Tanner is hit by an attack or targeted by magic missile, he gains +5 AC until the start of his next turn (including against the triggering attack), potentially causing it to miss. Costs one 1st-level spell slot."
          ]
        }
      ]
    },
    {
      "name": "Arch Hag",
      "size": [
        "M"
      ],
      "type": "fey",
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 17,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 120,
        "formula": "16d8 + 48"
      },
      "speed": {
        "walk": 30
      },
      "str": 18,
      "dex": 16,
      "con": 18,
      "int": 15,
      "wis": 16,
      "cha": 18,
      "save": {
        "wis": "+6",
        "cha": "+7"
      },
      "skill": {
        "deception": "+7",
        "insight": "+6",
        "perception": "+6",
        "stealth": "+7"
      },
      "senses": [
        "darkvision 120 ft."
      ],
      "passive": 16,
      "languages": [
        "Common",
        "Infernal",
        "Sylvan"
      ],
      "cr": "6",
      "resist": [
        "cold",
        "fire",
        {
          "special": "bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered"
        }
      ],
      "conditionImmune": [
        "charmed"
      ],
      "trait": [
        {
          "name": "Magic Resistance",
          "entries": [
            "The arch hag has advantage on saving throws against spells and other magical effects."
          ]
        },
        {
          "name": "Innate Spellcasting",
          "entries": [
            "The arch hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:",
            "Cantrips (at will): chill touch, dancing lights, minor illusion, vicious mockery",
            "1st level (3/day each): dissonant whispers, faerie fire, sleep",
            "2nd level (3/day each): hold person, misty step, ray of enfeeblement, suggestion",
            "2nd level (2/day each): mirror image, web",
            "3rd level (1/day each): bestow curse, counterspell, fear, hypnotic pattern, modify memory",
            "4th level (1/day each): blight, polymorph (the hag targets only itself and becomes a Small or Medium beast with challenge rating 2 or lower that has no flying speed)"
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The arch hag makes two claw attacks."
          ]
        },
        {
          "name": "Claw",
          "entries": [
            "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage."
          ]
        },
        {
          "name": "Dire Scream (Recharge 5-6)",
          "entries": [
            "The arch hag shrieks in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much on a successful one. A creature that fails the save is also deafened until the end of its next turn."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Beguiling Glare",
          "entries": [
            "The arch hag fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the end of the arch hag's next turn. While charmed in this way, the target can't attack the arch hag, and the arch hag has advantage on attack rolls against the target."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Wretched Rebuke (3/Day)",
          "entries": [
            "When the arch hag takes damage from a creature it can see within 30 feet of it, the arch hag forces the attacker to make a DC 15 Wisdom saving throw. On a failed save, the attacker takes 10 (3d6) psychic damage and is frightened of the arch hag until the end of the attacker's next turn."
          ]
        }
      ]
    },
    {
      "name": "Monk of the Deathengel",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "L",
        "G"
      ],
      "ac": [
        {
          "ac": 16,
          "from": [
            "unarmored defense"
          ]
        }
      ],
      "hp": {
        "average": 60,
        "formula": "8d8 + 24"
      },
      "speed": {
        "walk": 40
      },
      "str": 12,
      "dex": 18,
      "con": 16,
      "int": 10,
      "wis": 18,
      "cha": 10,
      "save": {
        "str": "+4",
        "dex": "+6",
        "wis": "+6"
      },
      "skill": {
        "acrobatics": "+6",
        "insight": "+6",
        "perception": "+6",
        "stealth": "+6"
      },
      "passive": 16,
      "languages": [
        "any two languages"
      ],
      "cr": "5",
      "resist": [
        "radiant"
      ],
      "conditionImmune": [
        "charmed",
        "exhaustion",
        "frightened"
      ],
      "trait": [
        {
          "name": "Ki Points",
          "entries": [
            "The Monk of the Deathengel has 5 ki points which can be used for various abilities."
          ]
        },
        {
          "name": "Evasion",
          "entries": [
            "If the Monk of the Deathengel is subjected to an effect that allows it to make a Dexterity 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."
          ]
        },
        {
          "name": "Stillness of Death",
          "entries": [
            "The Monk of the Deathengel has advantage on saving throws against being charmed or frightened."
          ]
        },
        {
          "name": "Unarmored Defense",
          "entries": [
            "While not wearing armor, the Monk of the Deathengel's AC includes its Wisdom modifier."
          ]
        },
        {
          "name": "Martial Arts",
          "entries": [
            "The Monk of the Deathengel can use Dexterity instead of Strength for the attack and damage rolls of its unarmed strikes and monk weapons. It also gains the following benefits while unarmed or wielding only monk weapons:",
            "The Monk of the Deathengel can use a bonus action to make an additional unarmed strike.",
            "The Monk of the Deathengel's unarmed strikes can deal radiant damage instead of bludgeoning damage if desired."
          ]
        },
        {
          "name": "Monastic Tradition: Way of Radiant Fist",
          "entries": [
            "The Monk of the Deathengel follows the Way of Radiant Fist, allowing it to channel radiant energy through its strikes. It gains the following features:",
            "Radiant Strikes. The Monk of the Deathengel's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, its unarmed strikes deal an extra 1d6 radiant damage.",
            "Radiant Flurry. When the Monk of the Deathengel uses the Flurry of Blows feature, it can choose to replace one or both of the unarmed strikes with radiant energy. The radiant energy strikes deal an additional 1d6 radiant damage."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The Monk of the Deathengel makes two unarmed strikes."
          ]
        },
        {
          "name": "Unarmed Strike",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 1d6 radiant damage."
          ]
        },
        {
          "name": "Radiant Palm Strike",
          "entries": [
            "The Monk of the Deathengel makes an unarmed strike against a target. On a hit, the target must make a DC 14 Constitution saving throw or be stunned until the end of the Monk's next turn. The stunned target takes an additional 2d6 radiant damage."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Step of the Wind (Recharge 5-6)",
          "entries": [
            "As a bonus action, the Monk of the Deathengel can spend 1 ki point to take the Disengage or Dash action, and its jump distance is doubled for the turn."
          ]
        },
        {
          "name": "Patient Defense (Recharge 5-6)",
          "entries": [
            "As a bonus action, the Monk of the Deathengel can spend 1 ki point to take the Dodge action."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Deflect Missiles",
          "entries": [
            "The Monk of the Deathengel can use its reaction to deflect or catch a missile when it is hit by a ranged weapon attack. The damage taken is reduced by 1d10 + 3."
          ]
        },
        {
          "name": "Stunning Fist",
          "entries": [
            "When a creature within 5 feet of the Monk of the Deathengel hits it with an attack, the Monk can use its reaction to attempt to stun the attacker. The attacker must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn."
          ]
        }
      ]
    },
    {
      "name": "Warlock of the Pact of Justice",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "L",
        "G"
      ],
      "ac": [
        {
          "ac": 15,
          "from": [
            "leather armor"
          ]
        }
      ],
      "hp": {
        "average": 60,
        "formula": "8d8 + 24"
      },
      "speed": {
        "walk": 30
      },
      "str": 10,
      "dex": 14,
      "con": 16,
      "int": 12,
      "wis": 14,
      "cha": 18,
      "save": {
        "wis": "+4",
        "cha": "+6"
      },
      "skill": {
        "deception": "+6",
        "insight": "+4",
        "persuasion": "+6"
      },
      "passive": 12,
      "languages": [
        "any two languages"
      ],
      "cr": "4",
      "resist": [
        "radiant"
      ],
      "conditionImmune": [
        "charmed"
      ],
      "trait": [
        {
          "name": "Pact Magic",
          "entries": [
            "The Warlock of the Pact of Justice is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The Warlock has the following warlock spells prepared:",
            "Cantrips (at will): eldritch blast, light, sacred flame, thaumaturgy",
            "1st level (3 slots): command, divine favor, protection from evil and good, shield of faith",
            "2nd level (2 slots): aid, branding smite, lesser restoration, magic weapon"
          ]
        },
        {
          "name": "Eldritch Invocations",
          "entries": [
            "The Warlock of the Pact of Justice has the following invocations:",
            "Eyes of the Runekeeper. The Warlock can read all writing.",
            "Radiant Soul. The Warlock's eldritch blast deals radiant damage instead of force damage."
          ]
        },
        {
          "name": "Divine Sense",
          "entries": [
            "The Warlock of the Pact of Justice can use its action to detect the presence of celestial, fiendish, or undead creatures within 60 feet that are not behind total cover."
          ]
        },
        {
          "name": "Mystic Arcanum (1/long rest)",
          "entries": [
            "The Warlock of the Pact of Justice can cast a 3rd-level spell it knows as a 4th-level spell once per long rest."
          ]
        },
        {
          "name": "Spellcasting Focus",
          "entries": [
            "The Warlock of the Pact of Justice can use a holy symbol as a spellcasting focus."
          ]
        }
      ],
      "action": [
        {
          "name": "Dagger",
          "entries": [
            "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."
          ]
        },
        {
          "name": "Eldritch Blast",
          "entries": [
            "Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) radiant damage."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Hexblade's Curse (1/short rest)",
          "entries": [
            "As a bonus action, the Warlock of the Pact of Justice can choose a creature it can see within 30 feet and curse it. The curse lasts until the target dies or the Warlock finishes a short or long rest. The Warlock gains a bonus to damage rolls against the cursed target equal to its proficiency bonus. Additionally, if the cursed target dies, the Warlock regains hit points equal to its warlock level + its Charisma modifier (minimum of 1 hit point)."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Radiant Deflection",
          "entries": [
            "When the Warlock of the Pact of Justice is hit by an attack, it can use its reaction to gain a +3 bonus to its AC against that attack, potentially causing the attack to miss."
          ]
        },
        {
          "name": "Aura of Radiance",
          "entries": [
            "When the Warlock of the Pact of Justice is hit by a melee attack, it can use its reaction to impose disadvantage on the attack roll."
          ]
        }
      ]
    },
    {
      "name": "Dockside Bruiser",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "C",
        "E"
      ],
      "ac": [
        {
          "ac": 14,
          "from": [
            "hide armor"
          ]
        }
      ],
      "hp": {
        "average": 67,
        "formula": "7d12 + 21"
      },
      "speed": {
        "walk": 30
      },
      "str": 18,
      "dex": 12,
      "con": 16,
      "int": 8,
      "wis": 10,
      "cha": 8,
      "save": {
        "str": "+6",
        "con": "+5"
      },
      "skill": {
        "athletics": "+6",
        "intimidation": "+2"
      },
      "passive": 10,
      "languages": [
        "Common"
      ],
      "cr": "3",
      "trait": [
        {
          "name": "Reckless Attack",
          "entries": [
            "When the bruiser makes its first attack on its turn, it can attack recklessly. Doing so gives it advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against it have advantage until the start of its next turn."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The bruiser makes two greataxe attacks."
          ]
        },
        {
          "name": "Greataxe",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4) slashing damage, or 13 (1d12 + 6) slashing damage while raging."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Rage (3/Day)",
          "entries": [
            "As a bonus action, the bruiser enters a rage for up to 1 minute. While raging, it has advantage on Strength checks and saving throws, it gains a +2 bonus to damage rolls with melee weapon attacks using Strength, and it has resistance to bludgeoning, piercing, and slashing damage. If the bruiser is able to cast spells, it can't cast them or concentrate on them while raging."
          ]
        }
      ]
    },
    {
      "name": "Bardic Berserker",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "C",
        "N"
      ],
      "ac": [
        {
          "ac": 15,
          "from": [
            "Unarmored Defense"
          ]
        }
      ],
      "hp": {
        "average": 111,
        "formula": "13d8 + 52"
      },
      "speed": {
        "walk": 40
      },
      "str": 16,
      "dex": 14,
      "con": 18,
      "int": 10,
      "wis": 10,
      "cha": 16,
      "save": {
        "dex": "+5",
        "con": "+7",
        "cha": "+6"
      },
      "skill": {
        "acrobatics": "+5",
        "intimidation": "+6",
        "performance": "+6"
      },
      "passive": 10,
      "languages": [
        "Common",
        "plus two other languages of your choice"
      ],
      "cr": "7",
      "trait": [
        {
          "name": "Reckless Attack",
          "entries": [
            "When making its first attack on a turn, the Bardic Berserker can attack recklessly, giving it advantage on melee weapon attack rolls using Strength during that turn. Attack rolls against it have advantage until the start of its next turn."
          ]
        },
        {
          "name": "Spellcasting",
          "entries": [
            "The Bardic Berserker is a 6th-level bard. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following bard spells prepared:",
            "Cantrips (at will): minor illusion, vicious mockery, prestidigitation",
            "1st level (4 slots): healing word, dissonant whispers, thunderwave",
            "2nd level (3 slots): shatter, mirror image, hold person",
            "3rd level (3 slots): hypnotic pattern, counterspell"
          ]
        },
        {
          "name": "Unarmored Defense",
          "entries": [
            "While the Bardic Berserker is wearing no armor, its AC includes its Dexterity and Constitution modifiers."
          ]
        },
        {
          "name": "Jack of All Trades",
          "entries": [
            "The Bardic Berserker adds +1 to any ability check it makes that doesn't already include its proficiency bonus."
          ]
        },
        {
          "name": "Song of Rest",
          "entries": [
            "If the Bardic Berserker or any friendly creatures spend Hit Dice to regain hit points at the end of a short rest, each of those creatures regains an extra 1d6 hit points."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The Bardic Berserker makes two melee weapon attacks."
          ]
        },
        {
          "name": "Greataxe",
          "entries": [
            "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 3) slashing damage, or 13 (1d12 + 5) slashing damage while raging."
          ]
        },
        {
          "name": "Shatter (2nd-Level Spell; 3 Slots)",
          "entries": [
            "Each creature in a 10-foot-radius sphere centered on a point within 60 feet must make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one."
          ]
        },
        {
          "name": "Hypnotic Pattern (3rd-Level Spell; 3 Slots)",
          "entries": [
            "The Bardic Berserker creates a twisting pattern of colors in a 30-foot cube within 120 feet. Each creature in the area who sees the pattern must succeed on a DC 14 Wisdom saving throw or become charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Rage (3/Day)",
          "entries": [
            "As a bonus action, the Bardic Berserker enters a rage for up to 1 minute. While raging, it has advantage on Strength checks and Strength saving throws; it has resistance to bludgeoning, piercing, and slashing damage; and when it hits with a melee weapon attack using Strength, its rage deals 2 extra damage (included in the greataxe line below while raging)."
          ]
        },
        {
          "name": "Bardic Inspiration (4/Day)",
          "entries": [
            "As a bonus action, the Bardic Berserker inspires one creature other than itself that it can see and hear within 60 feet. That creature gains one Bardic Inspiration die (1d8). Within the next 10 minutes, the creature can roll that die and add it to one ability check, attack roll, or saving throw."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Counterspell (3rd-Level Spell; 3 Slots)",
          "entries": [
            "When a creature within 60 feet of the Bardic Berserker casts a spell, the Bardic Berserker can interrupt it with counterspell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the Bardic Berserker must succeed on a Charisma ability check (DC 10 + the spell's level) or the spell is not interrupted."
          ]
        }
      ]
    },
    {
      "name": "Charmweaver",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 12,
          "from": [
            "fine clothes"
          ]
        }
      ],
      "hp": {
        "average": 52,
        "formula": "8d8 + 16"
      },
      "speed": {
        "walk": 30
      },
      "str": 10,
      "dex": 14,
      "con": 14,
      "int": 16,
      "wis": 12,
      "cha": 14,
      "save": {
        "int": "+6",
        "wis": "+4"
      },
      "skill": {
        "arcana": "+5",
        "deception": "+4",
        "insight": "+3"
      },
      "passive": 11,
      "languages": [
        "Common",
        "plus two other languages of your choice"
      ],
      "cr": "3",
      "trait": [
        {
          "name": "Spellcasting",
          "entries": [
            "The charmweaver is a 6th-level wizard. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared:",
            "Cantrips (at will): mage hand, minor illusion, prestidigitation",
            "1st level (4 slots): charm person, mage armor, shield",
            "2nd level (3 slots): mirror image, suggestion",
            "3rd level (3 slots): counterspell, hypnotic pattern",
            "In combat the charmweaver favors hypnotic pattern to thin the field, charm person to sway priority targets, and mirror image when pressured.",
            "While mage armor is active, its AC is 15 (including Dexterity)."
          ]
        }
      ],
      "action": [
        {
          "name": "Enchanted Dagger",
          "entries": [
            "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or be charmed by the charmweaver until the end of the target's next turn."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Enchanting Presence (Recharge 5-6)",
          "entries": [
            "As a bonus action, the charmweaver exudes an aura of charm for 1 minute. Each creature of the charmweaver's choice within 10 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed until the aura ends or the charmweaver is incapacitated. While charmed in this way, a creature cannot willingly attack the charmweaver."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Shield",
          "entries": [
            "When the charmweaver is hit by an attack roll or targeted by magic missile, it casts shield (1st level). Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack."
          ]
        }
      ]
    },
    {
      "name": "Divine Inquisitor",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "L",
        "E"
      ],
      "ac": [
        {
          "ac": 18,
          "from": [
            "plate"
          ]
        }
      ],
      "hp": {
        "average": 95,
        "formula": "10d10 + 40"
      },
      "speed": {
        "walk": 30
      },
      "str": 18,
      "dex": 10,
      "con": 18,
      "int": 10,
      "wis": 14,
      "cha": 16,
      "save": {
        "wis": "+5",
        "cha": "+6"
      },
      "skill": {
        "athletics": "+7",
        "insight": "+5",
        "intimidation": "+6"
      },
      "passive": 12,
      "languages": [
        "Common",
        "Celestial"
      ],
      "cr": "6",
      "resist": [
        "radiant"
      ],
      "trait": [
        {
          "name": "Aura of Vengeance",
          "entries": [
            "Allied creatures within 10 feet of the inquisitor deal an extra 2 radiant damage when they hit with a melee weapon attack."
          ]
        },
        {
          "name": "Divine Smite (2/Day)",
          "entries": [
            "When the inquisitor hits a creature with a melee weapon attack, the inquisitor can deal an extra 14 (4d8) radiant damage to the target."
          ]
        },
        {
          "name": "Lay on Hands",
          "entries": [
            "The inquisitor has a pool of 30 hit points it can restore by touch. As an action, it can restore up to its entire pool to one creature it touches, or spend 5 points to end one disease or poison affecting that creature."
          ]
        },
        {
          "name": "Spellcasting",
          "entries": [
            "The inquisitor is a 6th-level paladin. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:",
            "1st level (4 slots): bless, command, shield of faith",
            "2nd level (3 slots): hold person, find steed",
            "3rd level (2 slots): spirit guardians"
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The inquisitor makes two greatsword attacks."
          ]
        },
        {
          "name": "Greatsword",
          "entries": [
            "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage."
          ]
        }
      ]
    },
    {
      "name": "Evoker Adept",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "L",
        "E"
      ],
      "ac": [
        {
          "ac": 12,
          "from": [
            "fine clothes"
          ]
        }
      ],
      "hp": {
        "average": 52,
        "formula": "8d8 + 16"
      },
      "speed": {
        "walk": 30
      },
      "str": 10,
      "dex": 14,
      "con": 14,
      "int": 16,
      "wis": 12,
      "cha": 10,
      "save": {
        "int": "+6",
        "wis": "+4"
      },
      "skill": {
        "arcana": "+6",
        "investigation": "+5"
      },
      "passive": 11,
      "languages": [
        "Common",
        "Draconic"
      ],
      "cr": "3",
      "trait": [
        {
          "name": "Sculpt Spells",
          "entries": [
            "When the adept casts an evocation spell that affects other creatures it can see, it can choose a number of them equal to 1 + the spell's level to succeed on their saving throws against the spell automatically, and they take no damage if they would normally take half damage on a successful save."
          ]
        },
        {
          "name": "Spellcasting",
          "entries": [
            "The adept is a 5th-level wizard (School of Evocation). Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared:",
            "Cantrips (at will): fire bolt, light, prestidigitation",
            "1st level (4 slots): burning hands, magic missile, shield, thunderwave",
            "2nd level (3 slots): misty step, scorching ray, shatter",
            "3rd level (2 slots): counterspell, fireball",
            "In combat the adept favors fireball or scorching ray to punish clustered foes, and uses shield when targeted."
          ]
        }
      ],
      "action": [
        {
          "name": "Fire Bolt",
          "entries": [
            "Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Shield",
          "entries": [
            "When the adept is hit by an attack roll or targeted by magic missile, it casts shield (1st level). Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack."
          ]
        }
      ]
    },
    {
      "name": "Squire",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 16,
          "from": [
            "chain shirt",
            "shield"
          ]
        }
      ],
      "hp": {
        "average": 22,
        "formula": "4d8 + 4"
      },
      "speed": {
        "walk": 30
      },
      "str": 14,
      "dex": 12,
      "con": 12,
      "int": 10,
      "wis": 10,
      "cha": 10,
      "skill": {
        "athletics": "+4"
      },
      "passive": 10,
      "languages": [
        "Common"
      ],
      "cr": "1",
      "action": [
        {
          "name": "Longsword",
          "entries": [
            "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage."
          ]
        },
        {
          "name": "Shield Bash",
          "entries": [
            "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone."
          ]
        }
      ]
    },
    {
      "name": "Smuggler Crossbowman",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 14,
          "from": [
            "leather armor"
          ]
        }
      ],
      "hp": {
        "average": 16,
        "formula": "3d8 + 3"
      },
      "speed": {
        "walk": 30
      },
      "str": 11,
      "dex": 14,
      "con": 12,
      "int": 10,
      "wis": 10,
      "cha": 11,
      "skill": {
        "acrobatics": "+4",
        "sleight of hand": "+4",
        "stealth": "+4"
      },
      "passive": 10,
      "languages": [
        "Common"
      ],
      "cr": "1/2",
      "action": [
        {
          "name": "Light Crossbow",
          "entries": [
            "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage."
          ]
        }
      ],
      "bonus": [
        {
          "name": "Cunning Action",
          "entries": [
            "The crossbowman takes the Dash or Disengage action as a bonus action."
          ]
        }
      ]
    },
    {
      "name": "Smuggler's Guild Enforcer",
      "size": [
        "M"
      ],
      "type": {
        "type": "humanoid",
        "tags": [
          "any race"
        ]
      },
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 15,
          "from": [
            "studded leather"
          ]
        }
      ],
      "hp": {
        "average": 58,
        "formula": "9d8 + 18"
      },
      "speed": {
        "walk": 30
      },
      "str": 10,
      "dex": 14,
      "con": 14,
      "int": 12,
      "wis": 10,
      "cha": 18,
      "save": {
        "wis": "+3",
        "cha": "+7"
      },
      "skill": {
        "arcana": "+4",
        "deception": "+7",
        "intimidation": "+7"
      },
      "passive": 10,
      "languages": [
        "Common",
        "Infernal"
      ],
      "cr": "5",
      "trait": [
        {
          "name": "Pact Magic",
          "entries": [
            "The enforcer is a 5th-level warlock of the Fiend. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains all expended spell slots when it finishes a short or long rest. It knows the following spells:",
            "Cantrips (at will): eldritch blast, mage hand, minor illusion",
            "Warlock spells known: armor of Agathys, counterspell, fireball, hellish rebuke, hex, hold person",
            "Spell Slots: two 3rd-level slots. It typically casts armor of Agathys at 3rd level (15 temporary hit points; while any remain, a creature that hits the enforcer with a melee attack takes 15 cold damage) and reserves fireball (8d6 fire damage, Dexterity save DC 15) for clustered foes."
          ]
        },
        {
          "name": "Dark One's Blessing",
          "entries": [
            "When the enforcer reduces a hostile creature to 0 hit points, it gains temporary hit points equal to its Charisma modifier + its warlock level (minimum 1)."
          ]
        }
      ],
      "action": [
        {
          "name": "Eldritch Blast",
          "entries": [
            "The enforcer makes two eldritch blast attacks.",
            "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 9 (1d10 + 4) force damage."
          ]
        }
      ],
      "reaction": [
        {
          "name": "Hellish Rebuke",
          "entries": [
            "In response to taking damage from a creature within 60 feet of it that it can see, the enforcer can cast hellish rebuke (at 2nd level) on that creature. The target must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one."
          ]
        }
      ]
    },
    {
      "name": "Cordyceps-Infected Chuul Spawn",
      "size": [
        "M"
      ],
      "type": "aberration",
      "source": "BastionFalls",
      "alignment": [
        "N",
        "E"
      ],
      "ac": [
        {
          "ac": 16,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 45,
        "formula": "7d8 + 14"
      },
      "speed": {
        "walk": 30,
        "swim": 30
      },
      "str": 16,
      "dex": 10,
      "con": 16,
      "int": 3,
      "wis": 10,
      "cha": 5,
      "skill": {
        "stealth": "+4"
      },
      "senses": [
        "darkvision 60 ft."
      ],
      "passive": 10,
      "languages": [
        "understands Deep Speech but can't speak"
      ],
      "cr": "3",
      "trait": [
        {
          "name": "Amphibious",
          "entries": [
            "The chuul spawn can breathe air and water."
          ]
        },
        {
          "name": "Cordyceps Infection",
          "entries": [
            "Once per day, the chuul spawn can attempt to infect a creature it has grappled with its cordyceps spores. The target must make a DC 12 Constitution saving throw or become infected. The infected creature takes 1d6 necrotic damage per round and is under the control of the chuul spawn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."
          ]
        },
        {
          "name": "Grappler",
          "entries": [
            "The chuul spawn has advantage on attack rolls against any creature it has grappled."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The chuul spawn makes two claw attacks."
          ]
        },
        {
          "name": "Claw",
          "entries": [
            "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."
          ]
        }
      ],
      "traitTags": [
        "Amphibious"
      ]
    },
    {
      "name": "Drekavac Swarm",
      "size": [
        "M"
      ],
      "type": {
        "type": "undead",
        "swarmSize": "T"
      },
      "source": "BastionFalls",
      "alignment": [
        "E",
        "N"
      ],
      "ac": [
        {
          "ac": 12,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 36,
        "formula": "8d8"
      },
      "speed": {
        "walk": 30
      },
      "str": 11,
      "dex": 14,
      "con": 10,
      "int": 6,
      "wis": 11,
      "cha": 8,
      "senses": [
        "darkvision 60 ft."
      ],
      "passive": 10,
      "cr": "1",
      "resist": [
        "bludgeoning",
        "piercing",
        "slashing"
      ],
      "immune": [
        "poison"
      ],
      "conditionImmune": [
        "poisoned",
        "exhaustion",
        "charmed",
        "frightened",
        "grappled",
        "paralyzed",
        "petrified",
        "prone",
        "restrained",
        "stunned"
      ],
      "trait": [
        {
          "name": "Swarm",
          "entries": [
            "The swarm can occupy another creature's space and vice versa. The swarm can move through any opening large enough for a Tiny drekavac. The swarm can't regain hit points or gain temporary hit points."
          ]
        },
        {
          "name": "Sunlight Sensitivity",
          "entries": [
            "While in sunlight, the swarm has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
          ]
        },
        {
          "name": "Summoner's Link",
          "entries": [
            "If the swarm is summoned, it has a telepathic link to the summoner. The summoner can issue commands to the swarm through this link. The swarm must obey all the summoner's commands, including ones that could be harmful to the swarm."
          ]
        },
        {
          "name": "Death Screech",
          "entries": [
            "When the swarm drops to 0 hit points, it emits a deathly screech. All creatures within 30 feet of the swarm must succeed on a DC 10 Wisdom saving throw or be frightened until the start of their next turn."
          ]
        }
      ],
      "action": [
        {
          "name": "Bites",
          "entries": [
            "Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer."
          ]
        }
      ]
    },
    {
      "name": "Drekavac",
      "size": [
        "T"
      ],
      "type": "undead",
      "source": "BastionFalls",
      "alignment": [
        "E",
        "N"
      ],
      "ac": [
        {
          "ac": 12,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 16,
        "formula": "2d6 + 4"
      },
      "speed": {
        "walk": 30
      },
      "str": 13,
      "dex": 14,
      "con": 12,
      "int": 8,
      "wis": 11,
      "cha": 10,
      "senses": [
        "darkvision 60 ft."
      ],
      "passive": 11,
      "languages": [
        "Common",
        "Understands languages that the summoner knows."
      ],
      "cr": "1/2",
      "immune": [
        "poison"
      ],
      "conditionImmune": [
        "poisoned",
        "exhaustion"
      ],
      "trait": [
        {
          "name": "Undead Fortitude",
          "entries": [
            "If the drekavac has 0 hit points, it must succeed on a DC 10 Wisdom saving throw or be forced to stabilize. The drekavac can't be raised if it has 0 hit points."
          ]
        },
        {
          "name": "Sunlight Sensitivity",
          "entries": [
            "While in sunlight, the drekavac has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."
          ]
        },
        {
          "name": "Summoner's Link",
          "entries": [
            "If a drekavac is summoned, it has a telepathic link to the summoner. The summoner can issue commands to the drekavac through this link. The drekavac must obey all the summoner's commands, including ones that could be harmful to the drekavac."
          ]
        },
        {
          "name": "Animal Speech",
          "entries": [
            "The drekavac can speak with animals. If the drekavac is summoned, the summoner can understand the animals' speech through the drekavac, but cannot directly speak with them."
          ]
        },
        {
          "name": "Death Screech",
          "entries": [
            "When the drekavac drops to 0 hit points, it emits a deathly screech. All creatures within 30 feet of the drekavac must succeed on a DC 10 Wisdom saving throw or be frightened of the drekavac until the start of their next turn.",
            "If the drekavac was summoned, the summoner instantly knows the circumstances in which the drekavac was killed, such as the manner of death, the location of the drekavac, and the face of the killer."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The drekavac makes two bite attacks."
          ]
        },
        {
          "name": "Bite",
          "entries": [
            "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."
          ]
        },
        {
          "name": "Screech",
          "entries": [
            "The drekavac emits a deathly screech. All creatures within 30 feet of the drekavac must succeed on a DC 10 Wisdom saving throw or be frightened of the drekavac until the start of their next turn."
          ]
        },
        {
          "name": "Invisibility (1/day)",
          "entries": [
            "The drekavac can cast the invisibility spell on itself, requiring no material components and no concentration."
          ]
        }
      ]
    },
    {
      "name": "Gem Spirit",
      "size": [
        "S"
      ],
      "type": "elemental",
      "source": "BastionFalls",
      "alignment": [
        "N"
      ],
      "ac": [
        {
          "ac": 14,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 27,
        "formula": "5d6 + 10"
      },
      "speed": {
        "walk": 30,
        "burrow": 20
      },
      "str": 8,
      "dex": 16,
      "con": 14,
      "int": 10,
      "wis": 12,
      "cha": 14,
      "save": {
        "dex": "+5",
        "cha": "+4"
      },
      "skill": {
        "perception": "+3",
        "stealth": "+5"
      },
      "senses": [
        "darkvision 60 ft."
      ],
      "passive": 13,
      "languages": [
        "Primordial",
        "Understands Common but cannot speak"
      ],
      "cr": "1",
      "conditionImmune": [
        "charmed",
        "exhaustion",
        "frightened",
        "paralyzed",
        "poisoned"
      ],
      "trait": [
        {
          "name": "Gem Passage",
          "entries": [
            "The Gem Spirit can move through spaces occupied by raw gemstones as if they were difficult terrain. If the spirit ends its turn inside a gemstone, it becomes incorporeal and gains resistance to all damage until the start of its next turn."
          ]
        },
        {
          "name": "Crystalline Form",
          "entries": [
            "When the Gem Spirit is struck by a melee weapon, shards of its crystalline body explode outward. The attacker must succeed on a DC 12 Dexterity saving throw or take 4 (1d8) piercing damage."
          ]
        },
        {
          "name": "Shimmering Light",
          "entries": [
            "Recharge 5-6. The Gem Spirit emits a dazzling burst of light. Each creature within 15 feet must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn."
          ]
        }
      ],
      "action": [
        {
          "name": "Shimmer Strike",
          "entries": [
            "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) radiant damage."
          ]
        },
        {
          "name": "Gem Resonance",
          "entries": [
            "1/Day. The Gem Spirit resonates with nearby raw gemstones, causing an eruption of energy. Each creature within 10 feet of a gemstone the spirit occupies must make a DC 12 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save or half as much on a successful one."
          ]
        }
      ]
    },
    {
      "name": "Urdefolcin",
      "size": [
        "L"
      ],
      "type": "monstrosity",
      "source": "BastionFalls",
      "alignment": [
        "U"
      ],
      "ac": [
        {
          "ac": 16,
          "from": [
            "natural armor"
          ]
        }
      ],
      "hp": {
        "average": 86,
        "formula": "10d10 + 30"
      },
      "speed": {
        "walk": 30,
        "climb": 20
      },
      "str": 18,
      "dex": 14,
      "con": 17,
      "int": 6,
      "wis": 10,
      "cha": 5,
      "skill": {
        "perception": "+3"
      },
      "passive": 13,
      "languages": [
        "Sylvan (understands only)"
      ],
      "cr": "6",
      "resist": [
        {
          "resist": [
            "bludgeoning",
            "piercing",
            "slashing"
          ],
          "note": "from nonmagical weapons"
        }
      ],
      "immune": [
        "poison"
      ],
      "trait": [
        {
          "name": "Magic Resistance",
          "entries": [
            "The urdefolcin has advantage on saving throws against spells and other magical effects."
          ]
        },
        {
          "name": "Tree Stride",
          "entries": [
            "Once on its turn, the urdefolcin can use 10 ft. of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be Large or bigger."
          ]
        }
      ],
      "action": [
        {
          "name": "Multiattack",
          "entries": [
            "The urdefolcin makes one bite attack and two claw attacks per round."
          ]
        },
        {
          "name": "Bite",
          "entries": [
            "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage."
          ]
        },
        {
          "name": "Claw",
          "entries": [
            "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage."
          ]
        }
      ],
      "traitTags": [
        "Magic Resistance",
        "Tree Stride"
      ]
    }
  ]
}