@rpgengine/system-5e 0.0.0-stage → 0.10.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.md +47 -0
- package/README.md +35 -2
- package/dist/dying.js +278 -0
- package/dist/index.js +3 -0
- package/dist/page-style.js +634 -0
- package/dist/page.js +166 -0
- package/dist/shown.js +23 -0
- package/images/abacus.svg +1 -0
- package/images/acid-blob.svg +1 -0
- package/images/acid-tube.svg +1 -0
- package/images/angel-outfit.svg +1 -0
- package/images/angler-fish.svg +1 -0
- package/images/angular-spider.svg +1 -0
- package/images/animal-hide.svg +1 -0
- package/images/animal-skull.svg +1 -0
- package/images/anvil.svg +1 -0
- package/images/arrow-cluster.svg +1 -0
- package/images/backpack.svg +1 -0
- package/images/bad-gnome.svg +1 -0
- package/images/badger.svg +1 -0
- package/images/bagpipes.svg +1 -0
- package/images/bandit.svg +1 -0
- package/images/barbed-spear.svg +1 -0
- package/images/barn-owl.svg +1 -0
- package/images/barrel.svg +1 -0
- package/images/basket.svg +1 -0
- package/images/basset-hound-head.svg +1 -0
- package/images/bat.svg +1 -0
- package/images/battle-axe.svg +1 -0
- package/images/bear-face.svg +1 -0
- package/images/bear-head.svg +1 -0
- package/images/beer-horn.svg +1 -0
- package/images/beetle-shell.svg +1 -0
- package/images/belt-buckles.svg +1 -0
- package/images/berry-bush.svg +1 -0
- package/images/bestial-fangs.svg +1 -0
- package/images/big-wave.svg +1 -0
- package/images/bird-scepter.svg +1 -0
- package/images/black-knight-helm.svg +1 -0
- package/images/blanket.svg +1 -0
- package/images/boar-tusks.svg +1 -0
- package/images/boar.svg +1 -0
- package/images/bone-gnawer.svg +1 -0
- package/images/book-cover.svg +1 -0
- package/images/boots.svg +1 -0
- package/images/bottle-vapors.svg +1 -0
- package/images/bow-arrow.svg +1 -0
- package/images/bowl-spiral.svg +1 -0
- package/images/bracer.svg +1 -0
- package/images/breastplate.svg +1 -0
- package/images/broadsword.svg +1 -0
- package/images/broom.svg +1 -0
- package/images/brute.svg +1 -0
- package/images/bullets.svg +1 -0
- package/images/caltrops.svg +1 -0
- package/images/camel-head.svg +1 -0
- package/images/camp-cooking-pot.svg +1 -0
- package/images/campfire.svg +1 -0
- package/images/camping-tent.svg +1 -0
- package/images/candle-flame.svg +1 -0
- package/images/candle-light.svg +1 -0
- package/images/canoe.svg +1 -0
- package/images/cape.svg +1 -0
- package/images/caravel.svg +1 -0
- package/images/card-pick.svg +1 -0
- package/images/carnivore-mouth.svg +1 -0
- package/images/cassowary-head.svg +1 -0
- package/images/cat.svg +1 -0
- package/images/centaur.svg +1 -0
- package/images/centipede.svg +1 -0
- package/images/chain-mail.svg +1 -0
- package/images/chained-arrow-heads.svg +1 -0
- package/images/charging-bull.svg +1 -0
- package/images/chariot.svg +1 -0
- package/images/chest.svg +1 -0
- package/images/chisel.svg +1 -0
- package/images/claw-hammer.svg +1 -0
- package/images/closed-barbute.svg +1 -0
- package/images/cobra.svg +1 -0
- package/images/colombian-statue.svg +1 -0
- package/images/condor-emblem.svg +1 -0
- package/images/cooking-pot.svg +1 -0
- package/images/cowled.svg +1 -0
- package/images/crab-claw.svg +1 -0
- package/images/crab.svg +1 -0
- package/images/crescent-staff.svg +1 -0
- package/images/croc-jaws.svg +1 -0
- package/images/crossbow.svg +1 -0
- package/images/crossed-chains.svg +1 -0
- package/images/crow-dive.svg +1 -0
- package/images/crowbar.svg +1 -0
- package/images/crown.svg +1 -0
- package/images/crowned-skull.svg +1 -0
- package/images/crystal-ball.svg +1 -0
- package/images/crystal-cluster.svg +1 -0
- package/images/crystal-eye.svg +1 -0
- package/images/cube.svg +1 -0
- package/images/cubes.svg +1 -0
- package/images/cultist-lorc.svg +1 -0
- package/images/cultist-skoll.svg +1 -0
- package/images/curled-tentacle.svg +1 -0
- package/images/daemon-skull.svg +1 -0
- package/images/dart.svg +1 -0
- package/images/deer-head.svg +1 -0
- package/images/desert-skull.svg +1 -0
- package/images/devil-mask.svg +1 -0
- package/images/diablo-skull.svg +1 -0
- package/images/dice-six-faces-five.svg +1 -0
- package/images/dinosaur-rex.svg +1 -0
- package/images/direwolf.svg +1 -0
- package/images/djinn.svg +1 -0
- package/images/donkey.svg +1 -0
- package/images/dragon-head-faithtoken.svg +1 -0
- package/images/dragon-head-lorc.svg +1 -0
- package/images/dragon-orb.svg +1 -0
- package/images/dragon-shield.svg +1 -0
- package/images/dragon-spiral.svg +1 -0
- package/images/drakkar.svg +1 -0
- package/images/dread-skull.svg +1 -0
- package/images/drum.svg +1 -0
- package/images/duality-mask.svg +1 -0
- package/images/dust-cloud.svg +1 -0
- package/images/dwarf-face.svg +1 -0
- package/images/dwarf-helmet.svg +1 -0
- package/images/eagle-emblem.svg +1 -0
- package/images/eagle-head.svg +1 -0
- package/images/egyptian-sphinx.svg +1 -0
- package/images/elephant-head.svg +1 -0
- package/images/elf-ear.svg +1 -0
- package/images/elf-helmet.svg +1 -0
- package/images/empty-wood-bucket-handle.svg +1 -0
- package/images/ent-mouth.svg +1 -0
- package/images/ermine.svg +1 -0
- package/images/eruption.svg +1 -0
- package/images/evil-bat.svg +1 -0
- package/images/evil-minion.svg +1 -0
- package/images/evil-tree.svg +1 -0
- package/images/evil-wings.svg +1 -0
- package/images/eye-shield.svg +1 -0
- package/images/eyestalk.svg +1 -0
- package/images/fairy-wand.svg +1 -0
- package/images/fairy.svg +1 -0
- package/images/farmer.svg +1 -0
- package/images/feather.svg +1 -0
- package/images/feathered-wing.svg +1 -0
- package/images/feline.svg +1 -0
- package/images/fire-bottle.svg +1 -0
- package/images/fire-gem.svg +1 -0
- package/images/fire-silhouette.svg +1 -0
- package/images/first-aid-kit.svg +1 -0
- package/images/fish-monster.svg +1 -0
- package/images/fishing-hook.svg +1 -0
- package/images/fishing-net.svg +1 -0
- package/images/fishing-pole.svg +1 -0
- package/images/fist.svg +1 -0
- package/images/flail.svg +1 -0
- package/images/flanged-mace.svg +1 -0
- package/images/flat-hammer.svg +1 -0
- package/images/fleshy-mass.svg +1 -0
- package/images/flint-spark.svg +1 -0
- package/images/floating-crystal.svg +1 -0
- package/images/fluffy-flame.svg +1 -0
- package/images/flute.svg +1 -0
- package/images/fly.svg +1 -0
- package/images/fox-head.svg +1 -0
- package/images/frankenstein-creature.svg +1 -0
- package/images/frog.svg +1 -0
- package/images/galleon.svg +1 -0
- package/images/gargoyle.svg +1 -0
- package/images/gauntlet.svg +1 -0
- package/images/gecko.svg +1 -0
- package/images/gem-necklace.svg +1 -0
- package/images/gem-pendant.svg +1 -0
- package/images/gems.svg +1 -0
- package/images/ghost.svg +1 -0
- package/images/giant.svg +1 -0
- package/images/gladius.svg +1 -0
- package/images/glaive.svg +1 -0
- package/images/glass-ball.svg +1 -0
- package/images/gloves.svg +1 -0
- package/images/goat.svg +1 -0
- package/images/goblin-head.svg +1 -0
- package/images/goblin.svg +1 -0
- package/images/gold-scarab.svg +1 -0
- package/images/golem-head.svg +1 -0
- package/images/gooey-daemon.svg +1 -0
- package/images/gorilla.svg +1 -0
- package/images/grain-bundle.svg +1 -0
- package/images/greek-sphinx.svg +1 -0
- package/images/griffin-symbol.svg +1 -0
- package/images/grim-reaper.svg +1 -0
- package/images/halberd.svg +1 -0
- package/images/hand-saw.svg +1 -0
- package/images/handheld-fan.svg +1 -0
- package/images/hanging-spider.svg +1 -0
- package/images/harp.svg +1 -0
- package/images/harpy.svg +1 -0
- package/images/hatchet.svg +1 -0
- package/images/hawk-emblem.svg +1 -0
- package/images/headband-knot.svg +1 -0
- package/images/health-potion.svg +1 -0
- package/images/heart-bottle.svg +1 -0
- package/images/herbs-bundle.svg +1 -0
- package/images/hole-ladder.svg +1 -0
- package/images/holy-symbol.svg +1 -0
- package/images/holy-water.svg +1 -0
- package/images/honey-jar.svg +1 -0
- package/images/hood.svg +1 -0
- package/images/hooded-assassin.svg +1 -0
- package/images/horned-reptile.svg +1 -0
- package/images/horse-head-delapouite.svg +1 -0
- package/images/horse-head-lorc.svg +1 -0
- package/images/horseshoe.svg +1 -0
- package/images/hound.svg +1 -0
- package/images/hourglass.svg +1 -0
- package/images/hunting-horn.svg +1 -0
- package/images/hydra.svg +1 -0
- package/images/hyena-head.svg +1 -0
- package/images/icicles-aura.svg +1 -0
- package/images/ifrit.svg +1 -0
- package/images/imp-laugh.svg +1 -0
- package/images/imp.svg +1 -0
- package/images/insect-jaws.svg +1 -0
- package/images/invisible-face.svg +1 -0
- package/images/jester-hat.svg +1 -0
- package/images/jug.svg +1 -0
- package/images/jumping-dog.svg +1 -0
- package/images/katana.svg +1 -0
- package/images/key-lock.svg +1 -0
- package/images/kitchen-scale.svg +1 -0
- package/images/knapsack.svg +1 -0
- package/images/kraken-tentacle.svg +1 -0
- package/images/labrador-head.svg +1 -0
- package/images/ladder.svg +1 -0
- package/images/lantern.svg +1 -0
- package/images/leather-armor.svg +1 -0
- package/images/leather-boot.svg +1 -0
- package/images/leather-vest.svg +1 -0
- package/images/light-backpack.svg +1 -0
- package/images/light-helm.svg +1 -0
- package/images/lion.svg +1 -0
- package/images/lizard-tongue.svg +1 -0
- package/images/lizardman.svg +1 -0
- package/images/locked-box.svg +1 -0
- package/images/locked-fortress.svg +1 -0
- package/images/lockpicks.svg +1 -0
- package/images/long-antennae-bug.svg +1 -0
- package/images/long-legged-spider.svg +1 -0
- package/images/lunar-wand.svg +1 -0
- package/images/lyre.svg +1 -0
- package/images/magic-lamp.svg +1 -0
- package/images/magnifying-glass.svg +1 -0
- package/images/mail-shirt.svg +1 -0
- package/images/mammoth.svg +1 -0
- package/images/manacles.svg +1 -0
- package/images/mandrill-head.svg +1 -0
- package/images/manta-ray.svg +1 -0
- package/images/marbles.svg +1 -0
- package/images/masked-spider.svg +1 -0
- package/images/meat.svg +1 -0
- package/images/medal.svg +1 -0
- package/images/medusa-head.svg +1 -0
- package/images/mermaid.svg +1 -0
- package/images/metal-golem-head.svg +1 -0
- package/images/mimic-chest.svg +1 -0
- package/images/minotaur.svg +1 -0
- package/images/mirror-mirror.svg +1 -0
- package/images/monk-face.svg +1 -0
- package/images/moon-bats.svg +1 -0
- package/images/mountain-climbing.svg +1 -0
- package/images/mucous-pillar.svg +1 -0
- package/images/mummy-head.svg +1 -0
- package/images/mushrooms-cluster.svg +1 -0
- package/images/octopus.svg +1 -0
- package/images/ogre.svg +1 -0
- package/images/oil-can.svg +1 -0
- package/images/old-lantern.svg +1 -0
- package/images/old-wagon.svg +1 -0
- package/images/oni.svg +1 -0
- package/images/orb-wand.svg +1 -0
- package/images/orc-head.svg +1 -0
- package/images/owl.svg +1 -0
- package/images/oyster-pearl.svg +1 -0
- package/images/paint-brush.svg +1 -0
- package/images/painted-pottery.svg +1 -0
- package/images/palette.svg +1 -0
- package/images/pan-flute.svg +1 -0
- package/images/paper.svg +1 -0
- package/images/pegasus.svg +1 -0
- package/images/pencil.svg +1 -0
- package/images/perfume-bottle.svg +1 -0
- package/images/person.svg +1 -0
- package/images/pilgrim-hat.svg +1 -0
- package/images/pipes.svg +1 -0
- package/images/piranha.svg +1 -0
- package/images/plain-arrow.svg +1 -0
- package/images/plain-dagger.svg +1 -0
- package/images/plesiosaurus.svg +1 -0
- package/images/pointy-hat.svg +1 -0
- package/images/poison-bottle.svg +1 -0
- package/images/polar-bear.svg +1 -0
- package/images/powder-bag.svg +1 -0
- package/images/prayer-beads.svg +1 -0
- package/images/pulley-hook.svg +1 -0
- package/images/quill-ink.svg +1 -0
- package/images/quill.svg +1 -0
- package/images/quiver.svg +1 -0
- package/images/rat.svg +1 -0
- package/images/rattlesnake.svg +1 -0
- package/images/raven.svg +1 -0
- package/images/red-carpet.svg +1 -0
- package/images/rhinoceros-horn.svg +1 -0
- package/images/ring.svg +1 -0
- package/images/ringing-bell.svg +1 -0
- package/images/robber.svg +1 -0
- package/images/robe.svg +1 -0
- package/images/robin-hood-hat.svg +1 -0
- package/images/robot-golem.svg +1 -0
- package/images/rock-golem.svg +1 -0
- package/images/rolled-cloth.svg +1 -0
- package/images/rooster.svg +1 -0
- package/images/rope-coil.svg +1 -0
- package/images/round-bottom-flask.svg +1 -0
- package/images/round-potion.svg +1 -0
- package/images/rune-stone.svg +1 -0
- package/images/saber-toothed-cat-head.svg +1 -0
- package/images/saddle.svg +1 -0
- package/images/salamander.svg +1 -0
- package/images/scale-mail.svg +1 -0
- package/images/school-of-fish.svg +1 -0
- package/images/scorpion.svg +1 -0
- package/images/scroll-unfurled.svg +1 -0
- package/images/sea-serpent.svg +1 -0
- package/images/seahorse.svg +1 -0
- package/images/seated-mouse.svg +1 -0
- package/images/secret-book.svg +1 -0
- package/images/sensuousness.svg +1 -0
- package/images/sewing-needle.svg +1 -0
- package/images/shadow-follower.svg +1 -0
- package/images/shambling-mound.svg +1 -0
- package/images/shambling-zombie.svg +1 -0
- package/images/shark-fin.svg +1 -0
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- package/images/shield.svg +1 -0
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- package/images/sickle.svg +1 -0
- package/images/siege-ram.svg +1 -0
- package/images/skeleton.svg +1 -0
- package/images/skull-staff.svg +1 -0
- package/images/sleeping-bag.svg +1 -0
- package/images/slime.svg +1 -0
- package/images/sling.svg +1 -0
- package/images/slippers.svg +1 -0
- package/images/small-fire.svg +1 -0
- package/images/small-fishing-sailboat.svg +1 -0
- package/images/smoking-orb.svg +1 -0
- package/images/snake-spiral.svg +1 -0
- package/images/snake-tongue.svg +1 -0
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- package/images/soap.svg +1 -0
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- package/images/wood-club.svg +1 -0
- package/images/worm-mouth.svg +1 -0
- package/images/wyvern.svg +1 -0
- package/instructions/adventure.md +4 -0
- package/instructions/combat.md +9 -0
- package/instructions/import.md +1 -0
- package/instructions/level-up.md +1 -0
- package/instructions/mentor-tutorial.md +1 -0
- package/instructions/play.md +7 -0
- package/instructions/quest-ends.md +1 -0
- package/instructions/rest.md +1 -0
- package/instructions/session-zero.md +5 -0
- package/instructions/setup.md +1 -0
- package/package.json +62 -4
- package/rules/Adventuring.md +228 -0
- package/rules/Beyond 1st Level.md +241 -0
- package/rules/Combat Encounters.md +103 -0
- package/rules/Combat.md +504 -0
- package/rules/Conditions.md +110 -0
- package/rules/Diseases.md +41 -0
- package/rules/Equipment.md +731 -0
- package/rules/Fantasy-Historical Pantheons.md +112 -0
- package/rules/Madness.md +72 -0
- package/rules/Magic Items.md +142 -0
- package/rules/Monsters.md +403 -0
- package/rules/Nonplayer Characters.md +15 -0
- package/rules/Objects.md +40 -0
- package/rules/Poisons.md +64 -0
- package/rules/Races.md +33 -0
- package/rules/Spellcasting.md +225 -0
- package/rules/The Planes of Existence.md +59 -0
- package/rules/Traps.md +170 -0
- package/rules/Using Ability Scores.md +394 -0
- package/system.yaml +847 -0
- package/translations/it/rules/Adventuring.md +228 -0
- package/translations/it/rules/Beyond 1st Level.md +241 -0
- package/translations/it/rules/Combat.md +510 -0
- package/translations/it/rules/Conditions.md +110 -0
- package/translations/it/rules/Diseases.md +41 -0
- package/translations/it/rules/Equipment.md +731 -0
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- package/world/topics/Silent Image.md +17 -0
- package/world/topics/Simulacrum.md +18 -0
- package/world/topics/Sleep.md +18 -0
- package/world/topics/Sleet Storm.md +17 -0
- package/world/topics/Slow.md +19 -0
- package/world/topics/Sorcerer Spells.md +155 -0
- package/world/topics/Sorcerer.md +166 -0
- package/world/topics/Spare the Dying.md +12 -0
- package/world/topics/Speak with Animals.md +13 -0
- package/world/topics/Speak with Dead.md +14 -0
- package/world/topics/Speak with Plants.md +20 -0
- package/world/topics/Spider Climb.md +13 -0
- package/world/topics/Spike Growth.md +15 -0
- package/world/topics/Spirit Guardians.md +17 -0
- package/world/topics/Spiritual Weapon.md +18 -0
- package/world/topics/Stinking Cloud.md +17 -0
- package/world/topics/Stone Shape.md +12 -0
- package/world/topics/Stoneskin.md +13 -0
- package/world/topics/Storm of Vengeance.md +23 -0
- package/world/topics/Suggestion.md +19 -0
- package/world/topics/Sunbeam.md +17 -0
- package/world/topics/Sunburst.md +16 -0
- package/world/topics/Symbol.md +36 -0
- package/world/topics/Telekinesis.md +23 -0
- package/world/topics/Telepathic Bond.md +15 -0
- package/world/topics/Teleport.md +38 -0
- package/world/topics/Teleportation Circle.md +16 -0
- package/world/topics/Thaumaturgy.md +21 -0
- package/world/topics/The Fiend.md +47 -0
- package/world/topics/Thief.md +24 -0
- package/world/topics/Thunderwave.md +16 -0
- package/world/topics/Time Stop.md +14 -0
- package/world/topics/Tiny Hut.md +17 -0
- package/world/topics/Tongues.md +12 -0
- package/world/topics/Transport via Plants.md +12 -0
- package/world/topics/Tree Stride.md +15 -0
- package/world/topics/True Polymorph.md +29 -0
- package/world/topics/True Resurrection.md +16 -0
- package/world/topics/True Seeing.md +12 -0
- package/world/topics/True Strike.md +13 -0
- package/world/topics/Unseen Servant.md +17 -0
- package/world/topics/Vampiric Touch.md +15 -0
- package/world/topics/Vicious Mockery.md +14 -0
- package/world/topics/Wall of Fire.md +19 -0
- package/world/topics/Wall of Force.md +15 -0
- package/world/topics/Wall of Ice.md +19 -0
- package/world/topics/Wall of Stone.md +23 -0
- package/world/topics/Wall of Thorns.md +19 -0
- package/world/topics/Warding Bond.md +14 -0
- package/world/topics/Warlock Spells.md +99 -0
- package/world/topics/Warlock.md +283 -0
- package/world/topics/Water Breathing.md +13 -0
- package/world/topics/Water Walk.md +15 -0
- package/world/topics/Way of the Open Hand.md +25 -0
- package/world/topics/Web.md +21 -0
- package/world/topics/Weird.md +13 -0
- package/world/topics/Wind Walk.md +14 -0
- package/world/topics/Wind Wall.md +17 -0
- package/world/topics/Wish.md +26 -0
- package/world/topics/Wizard Spells.md +239 -0
- package/world/topics/Wizard.md +141 -0
- package/world/topics/Word of Recall.md +14 -0
- package/world/topics/Zone of Truth.md +14 -0
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---
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name: Mummia
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---
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## Azioni
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7
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### Multiattacco
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La mummia può usare lo sguardo funesto ed effettuare un attacco con il pugno di putrefazione.
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10
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### Pugno di putrefazione
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11
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*Attacco con arma da mischia:* +5 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 10 (2d6 + 3) danni contundenti più 10 (3d6) danni necrotici. Se il bersaglio è una creatura, deve superare un tiro salvezza su Costituzione con CD 12, altrimenti è maledetto dalla putrefazione della mummia. In tal caso, non può riguadagnare punti ferita e i suoi punti ferita massimi diminuiscono di 10 (3d6) ogni 24 ore trascorse. Se la maledizione riduce i punti ferita massimi del bersaglio a 0, quest'ultimo muore e il suo corpo si trasforma in polvere. La maledizione permane finché non viene rimossa da un incantesimo *rimuovi maledizione* o da una magia analoga.
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12
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13
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### Sguardo funesto
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14
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La mummia prende di mira una creatura nel suo campo visivo in un raggio di 18 metri. Se il bersaglio può vedere la mummia, deve superare un tiro salvezza su Saggezza con CD 11 contro questa magia, altrimenti è spaventato fino alla fine del turno successivo della mummia. Se il bersaglio fallisce il tiro salvezza di 5 o più, è anche paralizzato per la stessa durata. Un bersaglio che supera il tiro salvezza è immune allo sguardo funesto di tutte le mummie (ma non a quello dei signori delle mummie) per le 24 ore successive.
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---
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name: Nalfeshnee
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---
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## Tratti
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7
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### Resistenza alla magia
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Il nalfeshnee dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
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9
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10
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## Azioni
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11
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12
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### Multiattacco
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13
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Il nalfeshnee usa Nube di orrore, se ne è in grado. Poi effettua tre attacchi: uno con il morso e due con gli artigli.
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14
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15
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### Artiglio
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16
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*Attacco con arma da mischia:* +10 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 15 (3d6 + 5) danni taglienti.
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17
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18
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### Morso
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*Attacco con arma da mischia:* +10 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 32 (5d10 + 5) danni perforanti.
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### Nube di orrore (ricarica 5–6)
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Il nalfeshnee emette magicamente una luce multicolore scintillante. Ogni creatura entro 4,5 metri dal nalfeshnee che sia in grado di vedere la luce deve superare un tiro salvezza su Saggezza con CD 15, altrimenti è spaventata per 1 minuto. La creatura può ripetere il tiro salvezza alla fine di ogni suo turno e, se lo supera, l'effetto svanisce. Se il tiro salvezza di una creatura ha successo o l'effetto per lei termina, è immune alla Nube di orrore del nalfeshnee per le 24 ore successive.
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24
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### Teletrasporto
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Il nalfeshnee si teletrasporta magicamente, insieme a ogni oggetto che indossa o trasporta, fino a uno spazio libero visibile entro 36 metri.
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---
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name: Megera notturna
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---
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5
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## Tratti
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6
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7
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### Incantesimi innati
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8
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La caratteristica innata da incantatore della megera è Carisma (CD del tiro salvezza sull'incantesimo 14, +6 al tiro per colpire con attacco con incantesimo). Per sua natura, è in grado di lanciare gli incantesimi indicati di seguito senza aver bisogno di componenti materiali:
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9
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10
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- A volontà: *dardo incantato, individuazione del magico*
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11
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- 2/giorno ciascuno: *raggio di affaticamento, sonno, spostamento planare (solo se stessa)*
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12
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13
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### Resistenza alla magia
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14
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La megera dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
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15
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16
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## Azioni
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17
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18
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### Artigli (solo forma di megera)
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*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 13 (2d8 + 4) danni taglienti.
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20
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21
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### Cambiare forma
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22
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La megera si trasforma magicamente in un'umanoide femminile di taglia Media o Piccola, o ritorna alla sua vera forma. Le sue statistiche rimangono le stesse in ogni forma. Ogni oggetto che indossa o trasporta non viene trasformato. Se muore, ritorna alla sua vera forma.
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23
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24
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### Forma eterea
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La megera entra magicamente nel Piano Etereo dal Piano Materiale o viceversa. Per farlo dev'essere in possesso di una *pietra del cuore*.
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27
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### Infestare incubi (1/giorno)
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Finché si trova sul Piano Etereo, la megera tocca magicamente un umanoide addormentato sul Piano Materiale. Un incantesimo *protezione dal bene e dal male* lanciato sul bersaglio impedisce questo contatto, come anche un *cerchio magico*. Finché il contatto persiste, il bersaglio è tormentato da orrende visioni. Se queste visioni durano almeno 1 ora, il bersaglio non ottiene alcun beneficio dal suo riposo e i suoi punti ferita massimi vengono ridotti di 5 (1d10). Se questo effetto riduce i punti ferita massimi del bersaglio a 0, questi muore e, se era malvagio, la sua anima resta intrappolata nella *borsa dell'anima* della megera. La riduzione dei punti ferita massimi del bersaglio dura finché non viene rimossa da un incantesimo *ristorare superiore* o da una magia analoga.
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---
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name: Cavallo degli incubi
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---
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## Tratti
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6
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### Conferire resistenza al fuoco
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Il cavallo degli incubi può conferire resistenza ai danni da fuoco a chiunque lo cavalchi.
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9
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10
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### Illuminazione
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11
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Il cavallo degli incubi emana luce intensa in un raggio di 3 metri e luce fioca per ulteriori 3 metri.
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12
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13
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## Azioni
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14
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15
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### Zoccoli
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*Attacco con arma da mischia:* +6 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 13 (2d8 + 4) danni contundenti più 7 (2d6) danni da fuoco.
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17
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18
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### Passo etereo
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19
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Il cavallo degli incubi e un massimo di tre creature consenzienti situate entro 1,5 metri da esso passano magicamente dal Piano Materiale al Piano Etereo o viceversa.
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---
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name: Nobile
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---
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I **nobili** esercitano grande autorità e influenza come membri della classe agiata, dal momento che possiedono ricchezza e contatti che possono renderli potenti quanto monarchi e generali. Un nobile viaggia spesso in compagnia di guardie, oltre che di servitori popolani.
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Le statistiche del nobile possono anche essere usate per rappresentare **cortigiani** con origini non nobili.
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8
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9
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## Azioni
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10
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11
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### Stocco
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12
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*Attacco con arma da mischia:* +3 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 5 (1d8 + 1) danni perforanti.
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13
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14
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## Reazioni
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15
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### Parata
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Il nobile aggiunge 2 alla sua CA contro un attacco in mischia che lo colpirebbe. Per farlo, deve vedere l'attaccante e deve impugnare un'arma da mischia.
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---
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name: Ameba paglierina
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---
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5
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## Tratti
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6
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7
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### Amorfo
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8
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L'ameba può muoversi attraverso uno spazio stretto fino a 2,5 centimetri senza doversi stringere.
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9
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+
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10
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### Movimenti del ragno
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11
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L'ameba può scalare le superfici difficili, inclusi i soffitti (lungo i quali si muove a testa in giù), senza effettuare una prova di caratteristica.
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12
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+
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13
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## Azioni
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14
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+
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15
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### Pseudopode
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16
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*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 9 (2d6 + 2) danni contundenti più 3 (1d6) danni da acido.
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17
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+
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18
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## Reazioni
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19
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20
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### Scindersi
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21
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Quando un'ameba di taglia Media o superiore è soggetta a danni da fulmine o a danni taglienti, si scinde in due nuove amebe se possiede almeno 10 punti ferita. Ogni nuova ameba ha un numero di punti ferita pari alla metà dell'ameba originale, arrotondando per difetto. Le nuove amebe sono inferiori di una taglia rispetto a quella originale.
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---
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name: Piovra
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---
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4
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5
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## Tratti
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6
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+
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7
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### Apnea
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8
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Mentre è fuori dall'acqua, la piova può trattenere il respiro per 30 minuti.
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9
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+
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10
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### Mimetismo acquatico
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11
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La piovra dispone di vantaggio alle prove di Destrezza (Furtività) effettuate sott'acqua.
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12
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+
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13
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### Respirare sott'acqua
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14
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La piovra può respirare soltanto sott'acqua.
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15
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+
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16
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## Azioni
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17
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+
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18
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### Tentacoli
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19
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*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno contundente e il bersaglio è afferrato (CD 10 per sfuggire). Finché la presa perdura, la piovra non può usare i suoi tentacoli su altri.
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20
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+
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21
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### Nube di inchiostro (ricarica dopo un riposo breve o lungo)
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22
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Una nube di inchiostro del raggio di 1,5 metri si diffonde tutt'intorno alla piovra se quest'ultima si trova sott'acqua. L'area è pesantemente oscurata per 1 minuto, ma una corrente molto intensa può disperdere l'inchiostro. Dopo avere emesso tale sostanza, la piovra può usare l'azione di Scatto come azione bonus.
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---
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name: Zombi ogre
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---
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4
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5
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## Tratti
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6
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+
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7
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### Tempra dei non morti
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8
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Se i danni riducono lo zombi a 0 punti ferita, esso deve effettuare un tiro salvezza su Costituzione con una CD pari a 5 + i danni subiti, a meno che non si tratti di danni radiosi o di un colpo critico. In caso di successo, lo zombi scende invece a 1 punto ferita.
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9
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+
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|
10
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+
## Azioni
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11
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+
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12
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### Mazza chiodata
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13
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*Attacco con arma da mischia:* +6 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 13 (2d8 + 4) danni contundenti.
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1
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---
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2
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name: Ogre
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3
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---
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4
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+
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5
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## Azioni
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6
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+
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7
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### Randello pesante
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8
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+
*Attacco con arma da mischia:* +6 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 13 (2d8 + 4) danni contundenti.
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9
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+
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10
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### Giavellotto
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11
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+
*Attacco con arma da mischia o a distanza:* +6 al tiro per colpire, portata 1,5 m o gittata 9/36 m, un bersaglio. *Colpito:* 11 (2d6 + 4) danni perforanti.
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1
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---
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2
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name: Oni
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3
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---
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4
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+
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5
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## Tratti
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6
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+
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7
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### Armi magiche
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8
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+
Gli attacchi con arma dell'oni sono magici.
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9
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+
|
|
10
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### Incantesimi innati
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11
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La caratteristica innata da incantatore dell'oni è Carisma (CD del tiro salvezza sull'incantesimo 13). Per sua natura, è in grado di lanciare gli incantesimi indicati di seguito senza aver bisogno di componenti materiali:
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12
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+
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|
13
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+
- A volontà: *invisibilità, oscurità*
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|
14
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+
- 1/giorno ciascuno: *charme su persone, cono di freddo, forma gassosa, sonno*
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|
15
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+
|
|
16
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+
### Rigenerazione
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|
17
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+
L'oni recupera 10 punti ferita all'inizio del suo turno, se ha almeno 1 punto ferita.
|
|
18
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+
|
|
19
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+
## Azioni
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|
20
|
+
|
|
21
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+
### Multiattacco
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|
22
|
+
L'oni effettua due attacchi e può scegliere se con gli artigli o con il falcione.
|
|
23
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+
|
|
24
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+
### Artiglio (solo in forma di oni)
|
|
25
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+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 8 (1d8 + 4) danni taglienti.
|
|
26
|
+
|
|
27
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+
### Falcione
|
|
28
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+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 15 (2d10 + 4) danni taglienti o 9 (1d10 + 4) danni taglienti in forma Piccola o Media.
|
|
29
|
+
|
|
30
|
+
### Cambiare forma
|
|
31
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+
L'oni si trasforma magicamente in un umanoide Piccolo o Medio, in un gigante Grande, o ritorna alla sua vera forma. A eccezione della taglia, le sue statistiche restano le stesse in ogni forma. L'unico oggetto del suo equipaggiamento che viene trasformato è il suo falcione, che si riduce in modo da poter essere impugnato in forma umanoide. Se l'oni muore, torna alla sua vera forma e il falcione torna alla sua taglia normale.
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---
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name: Orco
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3
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---
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4
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+
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5
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## Tratti
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6
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+
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7
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### Aggressivo
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8
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Come azione bonus, l'orco può muoversi fino alla sua velocità massima verso una creatura ostile nel suo campo visivo.
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9
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+
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10
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## Azioni
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11
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+
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12
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### Ascia bipenne
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13
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+
*Attacco con arma da mischia:* +5 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 9 (1d12 + 3) danni taglienti.
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14
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+
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15
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+
### Giavellotto
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16
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+
*Attacco con arma da mischia o a distanza:* +5 al tiro per colpire, portata 1,5 m o gittata 9/36 m, un bersaglio. *Colpito:* 6 (1d6 + 3) danni perforanti.
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1
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---
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name: Otyugh
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3
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---
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4
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5
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## Tratti
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6
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+
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7
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### Telepatia limitata
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8
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L'otyugh può trasmettere magicamente messaggi e immagini semplici a qualsiasi creatura situata entro 36 metri da lui e che sia in grado di comprendere un linguaggio. Questa forma di telepatia non consente alla creatura che riceve il messaggio di rispondere telepaticamente.
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9
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+
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10
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## Azioni
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11
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+
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12
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### Multiattacco
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13
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L'otyugh effettua tre attacchi: uno con il morso e due con i tentacoli.
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14
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+
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15
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### Morso
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16
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*Attacco con arma da mischia:* +6 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 12 (2d8 + 3) danni perforanti. Se il bersaglio è una creatura, deve superare un tiro salvezza su Costituzione con CD 15 contro le malattie, altrimenti è avvelenato finché la malattia non viene curata. Dopo ogni 24 ore, il bersaglio deve ripetere il tiro salvezza; riduce i suoi punti ferita massimi di 5 (1d10) in caso di fallimento, e viene curato dalla malattia in caso di successo. Se la malattia porta i suoi punti ferita massimi a 0, il bersaglio muore. Questa riduzione dei punti ferita massimi del bersaglio dura finché la malattia non viene curata.
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17
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+
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18
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+
### Tentacolo
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19
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+
*Attacco con arma da mischia*: +6 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 7 (1d8 + 3) danni contundenti più 4 (1d8) danni perforanti. Se il bersaglio è di taglia Media o inferiore, viene afferrato (CD 13 per sfuggire) e, finché l'otyugh non molla la presa, è trattenuto. Il mostro possiede due tentacoli, ognuno dei quali può afferrare un bersaglio.
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20
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+
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21
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+
### Schianto con tentacolo
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22
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L'otyugh scaglia le creature afferrate l'una contro l'altra o contro una superficie solida. Ogni creatura deve superare un tiro salvezza su Costituzione con CD 14, altrimenti subisce 10 (2d6 + 3) danni contundenti ed è stordita fino alla fine del turno successivo dell'otyugh. Se supera il tiro salvezza, il bersaglio subisce la metà dei danni contundenti e non è stordito.
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---
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name: Gufo
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3
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---
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4
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+
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5
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## Tratti
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6
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+
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7
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+
### Sfuggente
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8
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+
Il gufo non provoca attacchi d'opportunità quando vola oltre la portata di un nemico.
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9
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+
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10
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### Udito e vista acuti
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11
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Il gufo dispone di vantaggio alle prove di Saggezza (Percezione) basate sulla vista o sull'udito.
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12
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+
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13
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## Azioni
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14
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+
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15
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### Artigli
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16
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*Attacco con arma da mischia:* +3 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno tagliente.
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1
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---
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2
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name: Orsogufo
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3
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---
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4
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5
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## Tratti
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6
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+
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7
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### Vista e olfatto acuti
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8
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L'orsogufo dispone di vantaggio nelle prove di Saggezza (Percezione) basate sulla vista o sull'olfatto.
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9
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+
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10
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## Azioni
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11
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+
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12
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+
### Multiattacco
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13
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+
L'orsogufo effettua due attacchi: uno con il becco e uno con gli artigli.
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14
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+
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15
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+
### Artigli
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16
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+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 14 (2d8 + 5) danni taglienti.
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17
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+
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18
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+
### Becco
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19
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+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, una creatura. *Colpito:* 10 (1d10 + 5) danni perforanti.
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---
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name: Pantera
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3
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---
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4
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+
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5
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## Tratti
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6
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+
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7
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### Balzo
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8
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Se la pantera si muove di almeno 6 metri in linea retta verso una creatura e poi la colpisce con un attacco con gli artigli nello stesso turno, quel bersaglio deve superare un tiro salvezza su Forza con CD 12, altrimenti cade a terra prono. Se il bersaglio è prono, la pantera può effettuare un attacco con il morso contro di esso come azione bonus.
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9
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+
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10
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+
### Olfatto acuto
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11
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+
La pantera dispone di vantaggio alle prove di Saggezza (Percezione) basate sull'olfatto.
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12
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+
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13
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+
## Azioni
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14
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+
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15
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+
### Artiglio
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16
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*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 4 (1d4 + 2) danni taglienti.
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17
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+
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18
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+
### Morso
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19
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*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 5 (1d6 + 2) danni perforanti.
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@@ -0,0 +1,21 @@
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1
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---
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2
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name: Ragno-fase
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3
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+
---
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4
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+
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5
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+
Un **ragno-fase** è dotato della capacità di entrare e uscire dal Piano Etereo: sembra apparire dal nulla e svanisce rapidamente dopo aver attaccato. Spostandosi sul Piano Etereo prima di fare ritorno sul Piano Materiale, dà l'impressione di potersi teletrasportare.
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6
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+
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7
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+
## Tratti
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8
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+
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9
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+
### Arrampicatele
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10
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+
Il ragno ignora le restrizioni di movimento causate dalle ragnatele.
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11
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+
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12
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+
### Movimenti del ragno
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13
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+
Il ragno può scalare le superfici difficili, compresi i soffitti (lungo i quali si muove a testa in giù), senza effettuare una prova di caratteristica.
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14
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+
|
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15
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+
### Transizione eterea
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16
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+
Come azione bonus, il ragno può spostarsi magicamente dal Piano Materiale al Piano Etereo o viceversa.
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17
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+
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18
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+
## Azioni
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19
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+
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20
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+
### Morso
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21
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+
*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, una creatura. *Colpito:* 7 (1d10 + 2) danni perforanti e il bersaglio deve effettuare un tiro salvezza su Costituzione con CD 11, subendo 18 (4d8) danni da veleno in caso di fallimento, o la metà in caso di successo. Se i danni da veleno riducono i punti ferita del bersaglio a 0, esso è stabile ma avvelenato per 1 ora anche dopo aver recuperato punti ferita e, mentre è avvelenato in questo modo, è paralizzato.
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1
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---
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2
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name: Diavolo della fossa
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3
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+
---
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4
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+
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5
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+
## Tratti
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6
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+
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7
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### Armi magiche
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8
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+
Gli attacchi con arma del diavolo della fossa sono magici.
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9
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+
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10
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### Aura di paura
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11
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Ogni creatura ostile al diavolo della fossa che inizi il proprio turno entro 6 metri da esso deve effettuare un tiro salvezza su Saggezza con CD 21, a meno che il diavolo della fossa non sia incapacitato. Se fallisce, la creatura è spaventata fino all'inizio del proprio turno successivo. Se lo supera, invece, è immune all'Aura di paura del diavolo della fossa per le 24 ore successive.
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12
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+
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13
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+
### Incantesimi innati
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14
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La caratteristica da incantatore del diavolo della fossa è Carisma (CD del tiro salvezza sull'incantesimo 21). Per sua natura, il diavolo della fossa è in grado di lanciare gli incantesimi indicati di seguito senza aver bisogno di componenti materiali:
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15
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+
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16
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+
- A volontà: *individuazione del magico, palla di fuoco*
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17
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+
- 3/giorno ciascuno: *blocca mostri, muro di fuoco*
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18
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+
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19
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### Resistenza alla magia
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20
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+
Il diavolo della fossa dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
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21
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+
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22
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+
## Azioni
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23
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+
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24
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+
### Multiattacco
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25
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+
Il diavolo della fossa effettua quattro attacchi: uno con il morso, uno con gli artigli, uno con la mazza e uno con la coda.
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26
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+
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27
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+
### Artiglio
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28
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+
*Attacco con arma da mischia*: +14 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 17 (2d8 + 8) danni taglienti.
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29
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+
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30
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+
### Coda
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31
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+
*Attacco con arma da mischia*: +14 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 24 (3d10 + 8) danni contundenti.
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32
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+
|
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33
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+
### Mazza
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34
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+
*Attacco con arma da mischia*: +14 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 15 (2d6 + 8) danni contundenti più 21 (6d6) danni da fuoco.
|
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35
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+
|
|
36
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+
### Morso
|
|
37
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+
*Attacco con arma da mischia:* +14 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 22 (4d6 + 8) danni perforanti. Il bersaglio deve superare un tiro salvezza su Costituzione con CD 21, altrimenti viene avvelenato. Finché è avvelenato in questo modo, il bersaglio non può recuperare punti ferita e subisce 21 (6d6) danni da veleno all'inizio di ogni suo turno. La creatura avvelenata può ripetere il tiro salvezza alla fine di ogni suo turno e, se lo supera, l'effetto svanisce.
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1
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---
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2
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name: Planetar
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3
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+
---
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4
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+
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5
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+
## Tratti
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6
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+
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7
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+
### Armi angeliche
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8
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+
Gli attacchi con arma del planetar sono magici. Quando il planetar colpisce con qualsiasi arma, la sua arma infligge 5d8 danni radiosi extra (già inclusi nell'attacco).
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9
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+
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10
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+
### Consapevolezza divina
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11
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+
Il planetar sa riconoscere le menzogne.
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12
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+
|
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13
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+
### Incantesimi innati
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14
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+
La caratteristica da incantatore del planetar è Carisma (CD del tiro salvezza sull'incantesimo 20). Per sua natura, il planetar è in grado di lanciare gli incantesimi indicati di seguito senza aver bisogno di componenti materiali:
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15
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+
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16
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+
- A volontà: *individuazione del bene e del male, invisibilità* (solo se stesso)
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17
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+
- 3/giorno ciascuno: *barriera di lame, colpo infuocato, dissolvi il bene e il male, rianimare morti*
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18
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+
- 1/giorno ciascuno: *comunione, controllare tempo atmosferico, piaga degli insetti*
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19
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+
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20
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+
### Resistenza alla magia
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21
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+
Il planetar dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
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22
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+
|
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23
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+
## Azioni
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24
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+
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25
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+
### Multiattacco
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26
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+
Il planetar effettua due attacchi in mischia.
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27
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+
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28
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+
### Spadone
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29
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+
*Attacco con arma da mischia:* +12 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 21 (4d6 + 7) danni taglienti più 22 (5d8) danni radiosi.
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30
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+
|
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31
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+
### Tocco Guaritore (4/giorno)
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32
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+
Il planetar tocca un'altra creatura. Il bersaglio recupera magicamente 30 (6d8 + 3) punti ferita ed è liberato da qualsiasi maledizione, malattia, veleno, cecità o sordità.
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1
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---
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2
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name: Plesiosauro
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3
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+
---
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4
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+
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5
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+
## Tratti
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6
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+
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7
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+
### Apnea
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8
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+
Il plesiosauro può trattenere il respiro per 1 ora.
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9
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+
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10
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+
## Azioni
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11
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+
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12
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+
### Morso
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13
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+
*Attacco con arma da mischia*: +6 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 14 (3d6 + 4) danni perforanti.
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1
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+
---
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2
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+
name: Serpente velenoso
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|
3
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+
---
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|
4
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+
|
|
5
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+
## Azioni
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|
6
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+
|
|
7
|
+
### Morso
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|
8
|
+
*Attacco con arma da mischia:* +5 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno perforante e il bersaglio deve effettuare un tiro salvezza su Costituzione con CD 10 subendo 5 (2d4) danni da veleno in caso di fallimento, o la metà in caso di successo.
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1
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+
---
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2
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+
name: Orso polare
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|
3
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+
---
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4
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+
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5
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+
## Tratti
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|
6
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+
|
|
7
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+
### Olfatto acuto
|
|
8
|
+
L'orso dispone di vantaggio alle prove di Saggezza (Percezione) basate sull'olfatto.
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|
9
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+
|
|
10
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+
## Azioni
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|
11
|
+
|
|
12
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+
### Multiattacco
|
|
13
|
+
L'orso effettua due attacchi: uno con il morso e uno con gli artigli.
|
|
14
|
+
|
|
15
|
+
### Artigli
|
|
16
|
+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 12 (2d6 + 5) danni taglienti.
|
|
17
|
+
|
|
18
|
+
### Morso
|
|
19
|
+
*Attacco con arma da mischia:* +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 9 (1d8 + 5) danni perforanti.
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@@ -0,0 +1,25 @@
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1
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+
---
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|
2
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+
name: Sacerdote
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|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
I **sacerdoti** diffondono gli insegnamenti delle loro divinità presso la gente comune. Sono i capi spirituali dei templi e dei santuari e spesso rivestono un ruolo influente all'interno delle loro comunità. I sacerdoti malvagi potrebbero lavorare apertamente sotto un tiranno, oppure potrebbero essere i capi di sette religiose nascoste nell'ombra della buona società, sovrintendendo a riti depravati.
|
|
6
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+
|
|
7
|
+
Un sacerdote in genere ha uno o più accoliti ad aiutarlo con le cerimonie religiose e altri doveri sacri.
|
|
8
|
+
|
|
9
|
+
## Tratti
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|
10
|
+
|
|
11
|
+
### Eminenza divina
|
|
12
|
+
Come azione bonus, il sacerdote può spendere uno slot incantesimo per fare in modo che i suoi attacchi con arma da mischia infliggano magicamente 10 (3d6) danni radiosi extra a un bersaglio se vanno a segno. Questo beneficio permane fino alla fine del turno. Se il sacerdote spende uno slot incantesimo di livello pari o superiore al 2°, i danni extra aumentano di 1d6 per ogni livello oltre il 1°.
|
|
13
|
+
|
|
14
|
+
### Incantesimi
|
|
15
|
+
Il sacerdote è un incantatore di 5° livello: la sua caratteristica da incantatore è Saggezza (CD del tiro salvezza sull'incantesimo 13, +5 al tiro per colpire con attacco con incantesimo). Ha a disposizione i seguenti incantesimi da chierico:
|
|
16
|
+
|
|
17
|
+
- Trucchetti (a volontà): *fiamma sacra, luce, taumaturgia*
|
|
18
|
+
- 1° livello (4 slot): *cura ferite, dardo tracciante, santuario*
|
|
19
|
+
- 2° livello (3 slot): *arma spirituale, ristorare inferiore*
|
|
20
|
+
- 3° livello (2 slot): *dissolvi magie, guardiani spirituali*
|
|
21
|
+
|
|
22
|
+
## Azioni
|
|
23
|
+
|
|
24
|
+
### Mazza
|
|
25
|
+
*Attacco con arma da mischia:* +2 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 3 (1d6) danni contundenti.
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Pseudodrago
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Resistenza alla magia
|
|
8
|
+
Lo pseudodrago dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
|
|
9
|
+
|
|
10
|
+
### Sensi acuti
|
|
11
|
+
Lo pseudodrago dispone di vantaggio alle prove di Saggezza (Percezione) basate sulla vista, sull'udito o sull'olfatto.
|
|
12
|
+
|
|
13
|
+
### Telepatia limitata
|
|
14
|
+
Lo pseudodrago può trasmettere magicamente idee, emozioni e immagini semplici a qualsiasi creatura situata entro 30 metri da lui e che sia in grado di comprendere un linguaggio.
|
|
15
|
+
|
|
16
|
+
## Azioni
|
|
17
|
+
|
|
18
|
+
### Morso
|
|
19
|
+
*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 4 (1d4 + 2) danni perforanti.
|
|
20
|
+
|
|
21
|
+
### Pungiglione
|
|
22
|
+
*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, una creatura. *Colpito:* 4 (1d4 + 2) danni perforanti e il bersaglio deve superare un tiro salvezza su Costituzione con CD 11, altrimenti è avvelenato per 1 ora. Se fallisce il tiro salvezza di 5 o più, il bersaglio perde conoscenza per la stessa durata, o finché non subisce danni o un'altra creatura non usa un'azione per risvegliarlo scuotendolo.
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Verme purpureo
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Scavatore
|
|
8
|
+
Il verme può scavare attraverso la roccia solida a metà della sua velocità di scavare, formando un tunnel del diametro di 3 metri.
|
|
9
|
+
|
|
10
|
+
## Azioni
|
|
11
|
+
|
|
12
|
+
### Multiattacco
|
|
13
|
+
Il verme effettua due attacchi: uno con il morso e uno con il pungiglione.
|
|
14
|
+
|
|
15
|
+
### Morso
|
|
16
|
+
*Attacco con arma da mischia:* +9 al tiro per colpire, portata 3 m, un bersaglio. *Colpito:* 22 (3d8 + 9) danni perforanti. Se il bersaglio è una creatura di taglia Grande o inferiore, deve superare un tiro salvezza su Destrezza con CD 19, altrimenti viene inghiottito dal verme. Una creatura inghiottita è accecata e trattenuta, beneficia di copertura totale contro gli attacchi e altri effetti al di fuori del verme e subisce 21 (6d6) danni da acido all'inizio di ogni turno del verme.
|
|
17
|
+
|
|
18
|
+
Se il verme subisce 30 o più danni in un singolo turno da una creatura al suo interno, deve superare un tiro salvezza su Costituzione con CD 21 alla fine di quel turno, altrimenti rigurgita tutte le creature inghiottite, che cadono a terra prone in uno spazio entro 3 metri da lui. Se il verme muore, la creatura inghiottita non è più trattenuta e può sfuggire usando 6 metri di movimento, uscendo così prona dal cadavere.
|
|
19
|
+
|
|
20
|
+
### Pungiglione caudale
|
|
21
|
+
*Attacco con arma da mischia:* +9 al tiro per colpire, portata 3 m, una creatura. *Colpito:* 19 (3d6 + 9) danni perforanti e il bersaglio deve effettuare un tiro salvezza su Costituzione con CD 19, subendo 42 (12d6) danni da veleno in caso di fallimento, o la metà in caso di successo.
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Quasit
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Mutaforma
|
|
8
|
+
Il quasit può usare la sua azione per assumere la forma bestiale di un pipistrello (velocità 3 m, volare 12 m), di un millepiedi (12 m, scalare 12 m) o di un rospo (12 m, nuotare 12 m) oppure riassumere la sua vera forma. Le sue statistiche restano le stesse in ogni forma, a eccezione dei cambiamenti di velocità menzionati. Ogni oggetto che indossa o trasporta non viene trasformato. Se muore, torna alla sua forma naturale.
|
|
9
|
+
|
|
10
|
+
### Resistenza alla magia
|
|
11
|
+
Il quasit dispone di vantaggio ai tiri salvezza contro incantesimi e altri effetti magici.
|
|
12
|
+
|
|
13
|
+
## Azioni
|
|
14
|
+
|
|
15
|
+
### Artigli (morso in forma bestiale)
|
|
16
|
+
*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 5 (1d4 + 3) danni perforanti e il bersaglio deve superare un tiro salvezza su Costituzione con CD 10, altrimenti subisce 5 (2d4) danni da veleno e diventa avvelenato per 1 minuto. Il bersaglio può ripetere il tiro salvezza alla fine di ogni suo turno e, se lo supera, l'effetto svanisce.
|
|
17
|
+
|
|
18
|
+
### Invisibilità
|
|
19
|
+
Il quasit diventa magicamente invisibile finché non attacca, non usa Spaventare o finché non perde la concentrazione (come se si concentrasse su un incantesimo). Gli oggetti che il quasit indossa o trasporta diventano invisibili insieme a lui.
|
|
20
|
+
|
|
21
|
+
### Spaventare (1/giorno)
|
|
22
|
+
Una creatura a scelta del quasit e situata entro 6 metri da lui deve superare un tiro salvezza su Saggezza con CD 10, altrimenti è spaventata per 1 minuto. Il bersaglio può ripetere il tiro salvezza alla fine di ogni suo turno, subendo svantaggio se il quasit si trova entro il suo campo visivo: se il bersaglio lo supera, l'effetto svanisce.
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Quipper
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
Un **quipper** è un pesce carnivoro dai denti aguzzi. Queste bestie possono adattarsi a qualsiasi ambiente acquatico, inclusi i gelidi laghi sotterranei. Spesso si riuniscono in sciami, le cui statistiche sono specificate di seguito in quest'appendice.
|
|
6
|
+
|
|
7
|
+
## Tratti
|
|
8
|
+
|
|
9
|
+
### Frenesia di sangue
|
|
10
|
+
Il quipper dispone di vantaggio ai tiri per colpire in mischia contro ogni creatura che non possieda tutti i propri punti ferita.
|
|
11
|
+
|
|
12
|
+
### Respirare sott'acqua
|
|
13
|
+
Il quipper può respirare soltanto sott'acqua.
|
|
14
|
+
|
|
15
|
+
## Azioni
|
|
16
|
+
|
|
17
|
+
### Morso
|
|
18
|
+
*Attacco con arma da mischia:* +5 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno perforante.
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Rakshasa
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Immunità alla magia limitata
|
|
8
|
+
Il rakshasa non può essere influenzato o individuato dagli incantesimi di 6° livello o inferiori se non lo desidera. Dispone di vantaggio ai tiri salvezza contro tutti gli altri incantesimi ed effetti magici.
|
|
9
|
+
|
|
10
|
+
### Incantesimi innati
|
|
11
|
+
La caratteristica innata da incantatore del rakshasa è Carisma (CD del tiro salvezza sull'incantesimo 18, +10 al tiro per colpire con attacco con incantesimo). Per sua natura, il rakshasa è in grado di lanciare gli incantesimi indicati di seguito senza aver bisogno di componenti materiali:
|
|
12
|
+
|
|
13
|
+
- A volontà: *camuffare se stesso, illusione minore, individuazione dei pensieri, mano magica*
|
|
14
|
+
- 3/giorno ciascuno: *charme su persone, immagine maggiore, individuazione del magico, invisibilità, suggestione*
|
|
15
|
+
- 1/giorno ciascuno: *dominare persone, spostamento planare, visione del vero, volare*
|
|
16
|
+
|
|
17
|
+
## Azioni
|
|
18
|
+
|
|
19
|
+
### Multiattacco
|
|
20
|
+
Il rakshasa effettua due attacchi con gli artigli.
|
|
21
|
+
|
|
22
|
+
### Artiglio
|
|
23
|
+
*Attacco con arma da mischia*: +7 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 9 (2d6 + 2) danni taglienti e il bersaglio è maledetto se è una creatura. La maledizione magica ha effetto ogni volta che il bersaglio inizia un riposo breve o lungo, e provoca immagini e incubi orribili nella mente della vittima. Il bersaglio maledetto non ottiene alcun beneficio quando completa un riposo breve o lungo. La maledizione permane finché non viene rimossa da un incantesimo *rimuovi maledizione* o da una magia analoga.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Topo
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Olfatto acuto
|
|
8
|
+
Il topo dispone di vantaggio alle prove di Saggezza (Percezione) basate sull'olfatto.
|
|
9
|
+
|
|
10
|
+
## Azioni
|
|
11
|
+
|
|
12
|
+
### Morso
|
|
13
|
+
*Attacco con arma da mischia:* +0 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno perforante.
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: Corvo
|
|
3
|
+
---
|
|
4
|
+
|
|
5
|
+
## Tratti
|
|
6
|
+
|
|
7
|
+
### Imitare
|
|
8
|
+
Il corvo può imitare i suoni semplici che sente, come il sussurro di una persona, il pianto di un bambino o il verso di un animale. Una creatura che oda tali suoni riesce a capire che si tratta di imitazioni superando una prova di Saggezza (Intuizione) con CD 10.
|
|
9
|
+
|
|
10
|
+
## Azioni
|
|
11
|
+
|
|
12
|
+
### Becco
|
|
13
|
+
*Attacco con arma da mischia:* +4 al tiro per colpire, portata 1,5 m, un bersaglio. *Colpito:* 1 danno perforante.
|