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germandndcompendium/packs/Monster.db
2023-12-25 11:18:37 +01:00

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Sie sieht aus wie ein toter Baum oder Baumhirte, 10m groß, mit schlammigem, holzigem Fleisch, dornigen Ästen und gummiartigen Wurzeln, die sie hinter sich herzieht. Sie hat Blut statt Harz und ist derart von Blut durchtränkt, dass sie nicht leicht Feuer fängt.</p>\n<p><strong>Brutaler Fleischfresser.</strong> Eine Baumplage ernährt sich von warmblütiger Beute und zieht perverses Vergnügen aus dem Verursachen von Blutbädern. Sie schlägt mit ihren schweren Ästen zu und quetscht Beute mit ihren Wurzeln zu Tode. Sie kann ihr klaffendes, zahnbeschwertes Maul öffnen und eine zwischen ihren Wurzeln gefangene Kreatur beißen. Die Wurzeln einer Baumplage können abgetrennt werden, obwohl das Abschneiden der Plage keinen Schaden verursacht.</p>\n<p><strong>Plagenfeindlichkeit.</strong> Eine Baumplage wird oft an der Seite anderer Arten von Plagen kämpfen, aber hasst andere Baumplagen und wird sie bei der geringsten Chance attackieren, Baumplagen hassen auch Bauhirten, und das Gefühl beruht auf Gegenseitigkeit.</p>\n</section>\n<p> </p>\n<section class=\"secret\">\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Plage Allgemein</h2>\n<p>Plagen sind erwachte Pflanzen, die mit Intelligenz und Beweglichkeit gesegnet worden sind und Land heimsuchen, das von der Dunkelheit kontaminiert worden ist. Eine Plage trinkt die Dunkelheit aus dem Boden. Entsprechend versuchen sie, den Willen eines uralten Bösen zu erfüllen und dieses Böse zu verbreiten, wo sie kann.</p>\n<p><strong>Wurzeln des Gulthias-Baumes.</strong> Legenden erzählen von einem Vampir namens Gulthias, der schreckliche Magie wirkte und einen grauenhaften Turm erschuf, der als die Nachtfangspitze bekannt war. Gulthias wurde zerstört, als ein Held einen hölzernen Pflock in seinem Herz versenkte, doch als der Vampir vernichtet wurde, erfüllte sein Blut den Pflock mit schrecklicher Macht. Nach einer Weile wucherten neue Tentakelranken aus dem Holz und wurden zu einem Setzling, der von der bösen Essenz des Vampirs erfüllt war. Man sagt, dass ein wahnsinniger Druide den Setzling entdeckte und in einer unterirdischen Höhle einpflanzte, wo er gedeihen konnte. An diesem Gulthias-Baum wuchsen die Samen, aus denen die ersten Plagen entstanden.</p>\n<p><strong>Dunkle Eroberung.</strong> Immer wenn ein Baum von einem Fragment eines bösen Geistes oder einer dunklen Macht verseucht wird, kann sich ein Gulthias-Baum erheben und den Wald der Umgebung korrumpieren. Sein Böses breitet sich über die Wurzeln und Erde auf andere Pflanzen aus, die entweder sterben oder sich in Plagen verwandeln. Während sich diese Plagen ausbreiten, vergiften und entwurzeln sie gesunde Pflanzen und ersetzen sie durch Dornensträucher, giftiges Unkraut und andere ihrer Art. Mit der Zeit kann eine Verseuchung durch Plagen jedes Land und jeden Wald in einen Ort der Korruption verwandeln.</p>\n<p>In Wäldern, die von Plagen heimgesucht sind, wachsen Bäume und Pflanzen mit übernatürlicher Geschwindigkeit. Ranken und Unterholz breiten sich durch Gebäude aus und überwuchern Wege und Straßen. Nachdem die Plagen alle Bewohner vertrieben oder umgebracht haben, können ganze Dörfer innerhalb von wenigen Tagen verschwinden.</p>\n<p><strong>Vom Bösen beherrscht.</strong> Plagen sind unabhängige Kreaturen, doch die meisten stehen unter dem Einfluss eines Gulthias-Baumes. Oft zeigen sie Eigenheiten und Eigenschaften der Lebenskraft oder des Geistes, der sie erzeugt hat. 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Der Effekt hält 1 Runde lang an und könnte sich als goldene Kugel für einen klaren Himmel, als Wolfe für Regen, als fallende Schneeflocke für Schnee oder ähnliches manifestieren.</p>\n<p>- Du bewirkst, dass augenblicklich eine Blume erblüht, eine Samenkapsel sich öffnet oder eine Blattknospe aufblüht</p>\n<p>- Du erschaffst einen harmlosen sensorischen Effekt, wie fallende Blätter, einen Windhauch, die Geräusche eines kleinen Tieres oder den leichten Geruch eines Stinktiers. 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Sie sind nicht mit den Pferden verwand, denen sie ähneln. Vielmehr ist ein Einhorn eine himmlische Kreatur, die durch die Waldreiche streift, von weißer Gestalt, die wie das Sternenlicht schimmert.</p>\n<p>Auf der Stirn des Einhorns wächst ein einzelnes, gedrehtes Horn aus Elfenbein, dessen magische Berührung die Kranken und Verwundeten heilen kann. Seine Ohren hören die Worte und das Flüstern der Kreaturen, die sein Reich teilen, und es kennt die Sprachen der Elfen und Waldbewohner. Einhörner erlauben es guten Kreaturen, ihre Wälder zu betreten, um zu jagen oder Nahrung zu sammeln, doch halten sie das Böse fern. Verderbte Kreaturen verlassen die Domäne eines Einhorns nur selten lebend.</p>\n<p><strong>Göttliche Wächter.</strong> Gute Gottheiten haben Einhörner auf die Materielle Ebene gesetzt, um das Böse abzuhalten und heilige Orte zu beschützen. Die meisten Einhörner beschützen ein abgeschlossenes Reich wie einen verzauberten Wald. Die Götter schicken aber manchmal ein Einhorn, um heilige Artefakte zu bewachen oder bestimmte Kreaturen zu schützen. Wenn die Mächte der Dunkelheit gegen Personen vorgehen, die die Götter schützen möchten, schicken sie diese Person vielleicht in den Wald eines Einhorns, wo die bösen Kreaturen in großer Gefahr sind.</p>\n<p>Einhörner dienen meistens den Gottheiten des Waldes, darunter auch den Göttern guter Feen. Auch wenn alle Einhörner über natürliche Heilkräfte verfügen, dienen manche den Göttern in höheren Positionen und wirken Wunder, die normalerweise nur Hohepriestern zu Verfügung stehen.</p>\n<p><strong>Herren des Waldes.</strong> Der Wald des Einhorns ist ein himmlisches Reich, wo nichts, das unter den sonnengesprenkelten Blättern geschieht, der Aufmerksamkeit der Kreatur entgeht. Ein Einhorn hört jedes gehauchte Lied, das von den Elfen in den Baumwipfeln gesungen wird. Es fühlt, wo jede Raupe ihren Kokon spinnt, jedes Blatt und jeden Stamm, auf denen der helle Schmetterling seine müden Schwingen ausruht.</p>\n<p>Im Wald eines Einhorns herrscht ein Gefühl der Ruhe. Von Wölfen und Füchsen bis hin zu Vögeln, Eichhörnchen und winzigen Insekten scheinen die Kreaturen der Domäne eines Einhorns recht zahm zu sein. Pixies, Feengeister, Satyrn, Dryaden und andere, normalerweise launische Feen sind loyale Diener eines Einhorns, wenn sie in seinem Wald leben. Unter dem Schutz eines Einhorns fühlen sich Kreaturen sicher vor Gefahr der heranrückenden Zivilisation und der hinterhältigen Ausbreitung des Bösen.</p>\n<p>Ein Einhorn streift die ganze Zeit durch seine Domäne und bewegt sich recht vorsichtig, um seine anderen Bewohner nicht aufzuschrecken. Eine Kreatur könnte einen flüchtigen Blick auf ein Einhorn erhaschen und dann plötzlich nichts mehr sehen als den wilden Wald.</p>\n<p><strong>Heilige Hörner.</strong> Das Horn des Einhorns ist der Fokus seiner Macht, ein Splitter göttlicher Magie, der in gedrehtes Elfenbein gewirkt ist. Stäbe aus dem Horn eines Einhorns kanalisieren mächtige Magie, und Waffen aus dem Horn schlagen mit göttlicher Gewalt zu.</p>\n<p>Magier können das zerstoßene Horn in mächtige Tränke und die Tinte für Schriftrollen mischen, oder es als Komponenten für unheimliche Rituale nutzen. Allerdings wird jede Kreatur, die beim Tod des Einhorns mitgewirkt hat, egal wie klein ihre Rolle gewesen sein mag, höchstwahrscheinlich das Ziel göttlicher Vergeltung.</p>\n<p><strong>Gesegnete Reittiere.</strong> Wenn die Dunkelheit und das Böse drohen, die sterbliche Welt zu überwältigen, dann sehen es die Götter manchmal als erforderlich, ein Einhorn als Reittier mit einem Recken zu vereinen. Ein Paladin auf dem Rücken eines Einhorns ist ein Zeichen der direkten Intervention der Götter in die Angelegenheiten der sterblichen Reiche. Es ist ein heiliges Bündnis, um Dämonen die Köpfe vom Leib zu trennen und Teufel zurück in die Neun Höllen zu verbannen.</p>\n<p>Sobald die schwierigen Zeiten der Dunkelheit weiter bestehen, bleibt das Einhorn bei dem Recken, und sein Horn leuchtet hell, um die Nacht zurückzutreiben. Wenn der Recke der Götter aber aus ihrer Gunst fällt oder sich vom Pfad der Rechtschaffenheit und des Guten abwendet, dann verlässt ihn das Einhorn und kehrt niemals zurück.</p>\n<p> </p>\n<h2>Die Behausung eines Einhorns</h2>\n<p>Die Behausung eines Einhorns könnte eine uralte Ruine sein, die von Ranken überwuchert ist, eine neblige Lichtung, die von Eichen umgeben ist, ein mit Blumen bedeckter Hügel voller Schmetterlinge, oder ein anderer Ort im Wald.</p>\n<p> </p>\n<h2>Regionale Effekte</h2>\n<p>Die Domäne eines Einhorns wird von der himmlischen Präsenz der Kreatur verwandelt und könnte einen oder mehrere der folgenden magischen Effekte enthalten:</p>\n<ul>\n<li>Offene, nicht-magische Flammen werden in der Domäne des Einhorns ausgelöscht. 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Bis der Zauber endet, bewegen sie sich mit dir und ahmen deine Aktionen nach. Dabei verändert sie ständig ihre Position, sodass du deine Abbilder unmöglich zu unterscheiden seid. Als Aktion kannst du die illusionären Duplikate jederzeit fortschicken.</p>\n<p>Immer wenn du während der Wirkungsdauer Ziel eines Angriffes wirst, Würfel mit einem [[/r 1d20 # Spiegelbild]], um zu bestimmen, ob der Angriff dir gilt oder einem deiner Duplikate.</p>\n<p>Verfügst du über alle drei Duplikate, wird ein Angriff auf eines von ihnen übertragen, wenn du eine 6 oder höher würfelst. Bei zwei Duplikaten musst du eine 8 oder höher würfeln, bei einem Duplikat eine 11 oder höher.</p>\n<p>Die RK einer Duplikats ist 10+ dein Geschicklichkeitsmodifikator. Wenn ein Angriff ein Duplikat trifft, wird es zerstört. Ein Duplikat kann einzig und allein von einem Angriff zerstört werden, der trifft, es ignoriert alle anderen Arten von Schaden und Effekten. 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Gleichermaßen ist das Innere der Barriere nicht von Flächeneffekten oder Bereichen eines solchen Zaubers betroffen, die auf einen Punkt außerhalb gewirkt wurden.</p>\n<p><strong>Auf höheren Graden.</strong> Wenn du diesen Spruch mit einem Zauberplatz des 7. oder eines höheren Grades wirkst, werden auch Zauber blockiert, die jeweils einen Grad höher sind für jeden Grad über den 6. hinaus.</p>","chat":"","unidentified":""},"source":"SHB S. 245 (PHB S. 245)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"m","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":6,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"eine Glas- oder Kristallperle, die zerbirst, wenn der Zauber endet)","consumed":true,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624591760,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"Zj7P5f6Ns1XBlJ7W","name":"Teleportieren","type":"spell","img":"modules/SharedData_global/icons/spells/runes-magenta-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Teleport"},"core":{"sourceId":"Compendium.dnd5e.spells.L4J89JXqbKs6puEV"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Der Zauber transportiert dich und bis zu acht bereitwillige Kreaturen deiner Wahl oder einen einzelnen Gegenstand zu einem Ort, den du auswählen darfst. Jedes Ziel muss sich in Reichweite befinden und du musst es sehen können. Wenn du einen Gegenstand als Ziel wählst , muss er vollständig in einem Würfel mit 3m Kantenlänge passen und kann nicht von einer unfreiwilligen Kreatur getragen oder in der Hand gehalten werden. Der Zielort, den du auswählst, muss dir bekannt sein und sich auf derselben Existenzebene befindet wie du. Deine Vertrautheit mit dem Zielort bestimmt, wie erfolgreich du dort eintriffst. Der SL würfelt mit einem W100 und sieht in der folgenden Tabelle nach.</p>\n<table border=\"1\">\n<tbody>\n<tr>\n<td><strong>Vertrautheit</strong></td>\n<td><strong>Unglück</strong></td>\n<td><strong>Ähnliches Gebiet</strong></td>\n<td><strong>Abseits des Ziels</strong></td>\n<td><strong>Im Ziel</strong></td>\n</tr>\n<tr>\n<td>Permanenter Kreis</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>01-100</td>\n</tr>\n<tr>\n<td>Assoziierter Gegenstand</td>\n<td>-</td>\n<td>-</td>\n<td>-</td>\n<td>01-100</td>\n</tr>\n<tr>\n<td>Sehr vertraut</td>\n<td>01-05</td>\n<td>06-13</td>\n<td>14-24</td>\n<td>25-100</td>\n</tr>\n<tr>\n<td>Beiläufig gesehen</td>\n<td>01-33</td>\n<td>34-43</td>\n<td>44-53</td>\n<td>54-100</td>\n</tr>\n<tr>\n<td>Einmal gesehen</td>\n<td>01-43</td>\n<td>44-53</td>\n<td>54-73</td>\n<td>74-100</td>\n</tr>\n<tr>\n<td>Beschrieben</td>\n<td>01-43</td>\n<td>44-53</td>\n<td>54-73</td>\n<td>74-100</td>\n</tr>\n<tr>\n<td>Falscher Zielort</td>\n<td>01-50</td>\n<td>51-100</td>\n<td>-</td>\n<td>-</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Vertrautheit: </strong>\"Permanenter Kreis\" meint einen permanenten Teleportationskreis, dessen Sigillensequenz dir vertraut ist.</p>\n<p>\"Assoziierter Gegenstand\" bedeutet, dass du einen Gegenstand besitzt, der innerhalb der letzten 6 Monate vom Zielort entfernt wurde, wie ein Buch aus der Bibliothek eines Magiers, ein Bettlaken aus einer königlichen Zimmerflucht oder ein Brocken Marmor aus der geheimen Gruft eines Lichs.</p>\n<p>\"Sehr vertraut\" ist ein Ort, an dem du oft gewesen bist, den du genau studiert hast oder den du beim Wirken des Zaubers siehst.</p>\n<p>\"Beiläufig gesehen\" meint einen Ort, den du mehr als einem gesehen hast, aber mit dem du nicht besonders vertraut bist.</p>\n<p>\"Einmal gesehen\" bedeutet, dann du einen Ort ein einziges Mal gesehen hast, etwa durch Magie.</p>\n<p>\"Beschrieben\" meint einen Ort, dessen Position und Aussehen dir durch eine Beschreibung bekannt sind, zum Beispiel durch eine Karte.</p>\n<p>\"Falscher Zielort\" bedeutet, das ein Ort nicht existiert. Vielleicht hast du das Sanktum eines Gegners magisch ausgespäht, aber nur eine Illusion gesehen, oder du versuchst dich an einen vertrauten Ort zu teleportieren, der nicht mehr existiert.</p>\n<p><strong>Im Ziel: </strong>Du und deine Begleiter (oder der Zielgegenstand) erscheinen dort, wo du willst.</p>\n<p><strong>Abseits des Ziels: </strong>Du und deine Begleiter (oder der Zielgegenstand) erscheinen in einer zufälligen Entfernung und einer zufälligen Richtung abseits des Zielorts. Die Entfernung beträgt 1d10 x 1d10 Prozent der teleportierten Distanz. Landest du beispielsweise bei dem Versuch, 180km zu reisen, abseits des Ziels und würfelst eine 5 und eine 3 mit den beiden d10, befindest du dich 15% der Distanz abseits des Ziels, also 27km. Der SL bestimmt zufällig die Richtung, in der du entfernt vom Ziel landest, indem er mit einem d8 würfelt und die 1 als Norden annimmt, die 2 als Nordost, die 3 als Osten und so weiter. Wenn du dich also in eine Küstenstadt teleportieren wolltest und 27km in Richtung Meer landest, könntest du in Schwierigkeiten geraten.</p>\n<p><strong>Ähnliches Gebiet: </strong>Du und deine Begleiter (oder der Zielgegenstand) landen in einer anderen Gegend, die dem Zielgebiet visuell oder thematisch ähnlich ist. Wenn du dich beispielsweise in dein Heimatlabor teleportieren wolltest, könntest du in einem anderen Magierlabor ankommen oder in einem alchemistischen Lager, das über viele ähnliche Werkzeuge und Gerätschaften wie dein Labor verfügt. Grundsätzlich erscheinst du im nächstliegenden ähnlichen Ort, da der Zauber jedoch keine Reichweitenbegrenzung besitzt, kannst du theoretisch überall auf der Ebene landen.</p>\n<p><strong>Unglück: </strong>Die unvorhersehbare Magie des Zaubers führt zu einem Unglück während der Reise. Du und deine Begleiter (oder der Zielgegenstand) erleiden jeweils 3d10 Energieschaden. Außerdem würfelt der SL noch einmal, um zu bestimmen, wo du landest (es kann zu mehreren Unglücken kommen, die jedes Mal Schaden verursachen.</p>","chat":"","unidentified":""},"source":"SHB S. 271 (PHB S. 281)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":9,"width":null,"units":"","type":"creature"},"range":{"value":3,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d100","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":7,"school":"con","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624595677,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"gzRG6Ke39Izlv2iL","name":"Gedankenleere","type":"spell","img":"modules/SharedData_global/icons/spells/air-burst-sky-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Mind Blank"},"core":{"sourceId":"Compendium.dnd5e.spells.bllEWfm9xfEKynhv"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Bis der Zauber endet, ist eine bereitwillige Kreatur, die du berührst, immun gegen psychischen Schaden, jeden Effekt, der ihre Emotionen spüren oder Gedanken lesen würde, Erkenntnismagie sowie den Zustand bezaubert. 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Sie rennen so schnell, dass die Augen sie nicht erfassen können, und scheinen wenig mehr zu sein als ein verschwommenes Flimmern in der Luft.</p>\n<p>Ein Flinkling ist ein kleines, schlankes Feenwesen und ähnelt einem schmächtigen Elfen mit scharfen, wilden Gesichtszügen. Seine kalten, grausamen Augen leuchten wie Juwelen.</p>\n<p><strong>Lebe schnell, stirb jung.</strong> Flinklinge verdanken ihre Existenz - und ihr Unglück - der Königin der Luft und Dunkelheit, der schrecklichen Herrscherin des Hofes der Abenddämmerung. Die Kreaturen, die zu den Flinklingen wurden, waren einst ein Volk von faulen, egoistischen Feenwesen und folgten dem Ruf ihrer Königin einmal zu oft zu spät. Um ihre Schritte zu beschleunigen und sie zu lehren, dem Willen ihrer Herrscherin zu folgen, ließ sie sie schrumpfen und vervielfachte ihr Lebenstempo. Der Fluch der Königin verlieh den Flinklingen ihre unglaubliche Geschwindigkeit, zwang ihnen aber auch die ruhelose Hast auf, mit der sie durch das Leben eilen - kein Flinkling wird älter als fünfzehn Jahre.</p>\n<p><strong>Zu schnell für Worte.</strong> Aus der Perspektive eines Flinklings ist die Welt der Sterblichen ein schwerfälliger Ort: Wirbelstürme kriechen gemächlich über die Erde, Regen sinkt zu Boden wie langsame Schneeflocken, Blitze bewegen sich schleppend von Wolke zu Wolke. Die träge und langweilige Welt scheint von schläfrigen Kreaturen bewohnt zu sein, deren tiefe, bröckelnde Sprache keine Bedeutung hat.</p>\n<p>Für andere Lebewesen ist ein Flinkling kaum wahrnehmbar schnell und ist nur als unbestimmter verschwommener Fleck zu erkennen, wenn er sich bewegt. Sein grausames Lachen klingt wie eine Salve schneller Staccatolaute, seine Sprache wie ein schrilles Quicken. Nur wenn ein Flinkling sich absichtlich verlangsamt, was er nicht gern tut, können andere Wesen ihn richtig sehen, hören und verstehen. Ein \"stehender\" Flinkling ist niemals wirklich ruhig und bewegt sich ständig auf dem Fleck, als könnte er es kaum erwarten, wieder loszusausen.</p>\n<p><strong>Chaos, nicht Mord.</strong> Flinklinge besitzen ein launenhaftes Wesen, das gut zu ihrer übergeordneten Energie passt. Sie denken so schnell, wie sie rennen, und haben immer etwas vor. Ein Flinkling verbringt den Großteil seiner Zeit damit, langsameren Kreaturen Streiche zu spielen. Sie lassen kaum eine Gelegenheit verstreichen, einer Person die Schnürsenkel zusammenzubinden, einen Schemel wegzuziehen, auf den sie sich gerade setzen will, oder einen Sattel zu lösen, wenn niemand hinschaut.</p>\n<p>Solche Streiche sind jedoch mitnichten die Grenze ihrer bösartigen Schadenfreude. Zwar würden sie nie direkt einen Mord begehen, aber Flinklinge können ein Leben auf viele Arten ruinieren: Sie stehlen einen wichtigen Brief, klauen Münzen, die für ihre Art gedacht waren, oder platzieren einen gestohlenen Gegenstand in jemandes Tasche. 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Der Effekt hält 1 Runde lang an und könnte sich als goldene Kugel für einen klaren Himmel, als Wolfe für Regen, als fallende Schneeflocke für Schnee oder ähnliches manifestieren.</p>\n<p>- Du bewirkst, dass augenblicklich eine Blume erblüht, eine Samenkapsel sich öffnet oder eine Blattknospe aufblüht</p>\n<p>- Du erschaffst einen harmlosen sensorischen Effekt, wie fallende Blätter, einen Windhauch, die Geräusche eines kleinen Tieres oder den leichten Geruch eines Stinktiers. Der Effekt muss in einem Würfel von 1,50m Kantenlänge passen</p>\n<p>- Du kannst augenblicklich eine Kerze, eine Fackel oder ein kleines Lagerfeuer entzünden oder löschen</p>","chat":"","unidentified":""},"source":"SHB S. 223 (PHB S. 236)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625255828,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"zkISqjJuEJqQVLcM","name":"Tanzende Lichter","type":"spell","img":"modules/SharedData_global/icons/spells/fire-arrows-sky-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Tanzende Lichter"},"core":{"sourceId":"Compendium.dnd5e.spells.CAxSzHWizrafT033"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Du erschaffst bis zu vier fackelgroße Lichter in Reichweite, die du wie Fackeln, Laternen oder leuchtende Kugeln erscheinen lassen kannst und die für die Wirkungsdauer in der Luft schweben. Du kannst die vier Lichter auch in einer leuchtenden, vage humanoiden mittelgroßen Gestalt vereinen. Welche Gestalt du auch wählst, jedes Licht strahlt dämmriges Licht in einem Radius von 3m aus. Als Bonusaktion kannst du die Lichter in deinem Zug bis zu 18m an einen Punkt innerhalb der Reichweite bewegen. Ein Licht darf sich nicht weiter als 6m von einem anderen Licht entfernen, wenn es die Reichweite des Zaubers verlässt</p>","chat":"","unidentified":""},"source":"SHB S. 270 (PHB S. 230)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":null,"width":null,"units":"any","type":"space"},"range":{"value":36,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"evo","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"ein Stück Phosphor oder Bergulmenholz oder ein Glühwürmchen","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625260008,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"OohVeLVc4oeHQWqS","name":"Gutes und Böses entdecken","type":"spell","img":"modules/SharedData_global/icons/spells/air-burst-sky-2.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Evil and Good"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickTemplate":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.Mzh95utKDPIrjiH8"}},"system":{"description":{"value":"<p>Für die Wirkungsdauer weißt du, ob sich Aberrationen, himmlische Wesen, Elementare, Feenwesen, Unholde oder Untote im Umkreis von 9 m befinden. Falls sich derartige Kreaturen in deiner Nähe aufhalten, kennst du ihre genaue Position. Gleichermaßen weißt du, ob sich im Umkreis von 9 m Orte oder Gegenstände befinden, die magisch geweiht oder entweiht wurden.</p>\n<p>Der Zauber kann die meisten Hindernisse durchdringen, wird aber blockiert von 30 cm Stein, 2,5 cm gewöhnlichem Metall, einer dünnen Schicht Blei oder 90 cm Holz oder Erde.</p>","chat":"","unidentified":""},"source":"SHB S. 238 (PHB S. 231)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":9,"width":null,"units":"m","type":"radius"},"range":{"value":null,"long":null,"units":"self"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625263995,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"te9Ns4t4QRYOOMsP","name":"Schlaf","type":"spell","img":"modules/SharedData_global/icons/spells/light-magenta-1.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Sleep"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickTemplate":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.KhwiSi9fwVfUPtku"}},"system":{"description":{"value":"<p>Dieser Zauber versetzt Kreaturen in magischen Schlaf. Würfle mit 5d8, das Ergebnis ist die Gesamtzahl von Trefferpunkten an Kreaturen, die dieser Zauber beeinflussen kann. Kreaturen innerhalb von 6m um einen Punkt deiner Wahl in Reichweitewerden betroffen, in aufsteigender Reihenfolge nach ihren aktuellen Trefferpunkten (bewusstlose Kreaturen werden ignoriert).</p>\n<p>Beginnend mit der Kreatur mit den niedrigsten aktuellen Trefferpunkten werden alle Kreaturen, die von diesem Zauber betroffen werden, für die Wirkungsdauer bewusstlos. Die Bewusstlosigkeit endet auch, wenn der Schlafende Schaden erleidet oder eine andere Kreatur ihn als Aktion schüttelt oder ohrfeigt, um ihn zu wecken. Ziehe die Trefferpunkte der Kreatur von der erwürfelten Gesamtsumme ab, ehe du mit der nächsten Kreatur fortfährst. Die Trefferpunkt einer Kreatur müssen gleich oder niedriger sein als die verbleibende Gesamtsumme, damit sie betroffen wird.</p>\n<p>Untote und Kreaturen, die nicht bezaubert werden können, sind von diesem Zauber nicht betroffen.</p>\n<p><strong>Auf höheren Graden.</strong>Wenn du diesen Spruch mit einem Zauberplatz des 2. oder eines höheren Grades wirkst würfelst du zusätzlich mit 2d8 für jeden Grad über den 1. hinaus.</p>","chat":"","unidentified":""},"source":"SHB S. 261 (PHB S. 276)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"m","type":"sphere"},"range":{"value":27,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"other","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["5d8",""]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":false},"materials":{"value":"eine Prise Sand, Rosenblüten oder eine Grille","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":"2d8"}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625267334,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"xKojNn6hMt1xKIer","name":"Verstricken","type":"spell","img":"modules/SharedData_global/icons/spells/vines-acid-2.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Entangle"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickTemplate":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.gMrWeG8fMDPRFiVe"}},"system":{"description":{"value":"<p>Umschlingende Gräser und Ranken wachsen in einem quadratischen Bereich mit 6 m Seitenlänge in Reichweite aus dem Boden. Für die Wirkungsdauer verwandeln diese Pflanzen den Boden in schwieriges Gelände.</p>\n<p>Jede Kreatur, die sich in dem Bereich aufhält, wenn du den Zauber wirkst, muss einen erfolgreichen Stärkerettungswurf ablegen, um nicht für die Wirkungsdauer von den umschlingenden Pflanzen festgesetzt zu werden. Eine Kreatur, die von den Pflanzen festgesetzt ist, kann als Aktion einen Stärkewurf gegen den SG zum Widerstehen deiner Zauber ablegen. Bei einem Erfolg kann sie sich befreien.</p>\n<p>Wenn der Zauber endet, verdorren die beschworenen Pflanzen.</p>","chat":"","unidentified":""},"source":"SHB S. 281 (PHB S. 238)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":6,"width":null,"units":"m","type":"square"},"range":{"value":27,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"level":1,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":true},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625271593,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"RfTiE5cqqXNLN57k","name":"Gedanken wahrnehmen","type":"spell","img":"modules/SharedData_global/icons/spells/light-eerie-2.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Detect Thoughts"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.ppWAAEul0QHtm4er"}},"system":{"description":{"value":"<p>Für die Wirkungsdauer kannst du die Gedanken bestimmter Kreaturen lesen. Wenn du den Zauber wirkst oder als Aktion in jedem deiner Züge, bis der Zauber endet, kannst du deinen Verstand auf eine Kreatur im Umkreis von 9m richten, die du sehen kannst. Besitzt die gewählte Kreatur eine Intelligenz von 3 oder weniger oder spricht keine Sprache, ist die von dem Zauber nicht betroffen.</p>\n<p>Du erfährst zunächst die oberflächlichen Gedanken der Kreatur - was sie in diesem Augenblick am meisten beschäftigt. Als Aktion kannst du entweder deine Aufmerksamkeit auf eine andere Kreatur richten oder versuchen, tiefer in den Verstand deines bisherigen Ziels einzudringen. Wenn du dich stärker auf dein bisheriges Ziel konzentrierst, muss dieses einen Weisheitrettungswurf ablegen. Bei einem Misserfolg erhältst du Einsichten in die Beweggründe (wenn es solche gibt) und den emotionalen Zustand der Kreatur sowie über Dinge, die einen wichtigen Platz in ihrem Geist einnehmen (beispielsweise wenn sie etwas sehr beschäftigt, sie etwas liebt, hasst oder Ähnliches). Ist der Rettungswurf erfolgreich, endet der Zauber. In dem Fall ist sich das Ziel bewusst, dass du in seinen Verstand eindringst. Wenn du deine Aufmerksamkeit nicht auf die Gedanken einer anderen Kreatur wendest, kann dein jetziges Ziel eine Aktion verwenden, um einen Wettstreit mit die auszuführen: Legt beide einen Intelligenzwurf ab. Ist das Ergebnis des Ziels höher, endet der Zauber.</p>\n<p>Du kannst diesen Zauber auch einsetzen, um die Anwesenheit denkender Wesen zu bemerken, die du nicht sehen kannst. Wenn due den Zauber wirkst oder als Aktion während der Wirkungsdauer kannst du nach Gedanken im Umkreis von 9m suchen. Der Zauber durchdringt Hindernisse, wird jedoch blockiert von 60cm Fels, 5cm eines gewöhnlichen Metalls oder einer dünnen Schicht Blei. Du kannst keine Kreatur aufspüren, deren Intelligenz 3 oder weniger beträgt oder die keine Sprache spricht.</p>\n<p>Sobald du die Präsenz einer Kreatur auf diese Weise aufgespürt hast, kannst du wie oben beschrieben ihre Gedanken lesen, selbst wenn du sie nicht sehen kannst. Die Kreatur muss sich allerdings in deiner Reichweite befinden</p>","chat":"","unidentified":""},"source":"SHB S. 233 (PHB S. 231)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":2,"school":"div","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"eine Kupfermünze","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625275154,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"mSWElc4BqmkTmrGZ","name":"Fliegen","type":"spell","img":"modules/SharedData_global/icons/spells/link-spirit-1.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Fly"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.yfbK8gZqESlaoY5t"}},"system":{"description":{"value":"<p>Du berührst eine bereitwillige Kreatur. 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Wenn der Zauber endet, während sich die Kreatur noch in der Luft befindet, fällt sie zu Boden, es sei denn, sie kann den Sturz verhindern.</p>\n<p><strong>Auf höheren Graden.</strong>Wenn du diesen Spruch mit einem Zauberplatz des 4. oder eines höheren Grades wirkst, kannst du für jeden Grad über den 3. hinaus eine zusätzliche Kreatur als Ziel wählen.</p>","chat":"","unidentified":""},"source":"SHB S. 232 (PHB S. 243)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":10,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Eine Schwungfeder eine beliebigen Vogels","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625278800,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"4C77aAsqWsRRKe3o","name":"Magie bannen","type":"spell","img":"modules/SharedData_global/icons/spells/slice-orange-2.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Dispel Magic"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.15Fa6q1nH27XfbR8"}},"system":{"description":{"value":"<p>Wähle eine Kreatur, einen Gegenstand oder einen magischen Effekt in Reichweite. Jeder Zauber des 3. oder eines niedrigeren Grades, der auf dem Ziel liegt, endet sofort. Lege für jeden entsprechenden Zauber des 4. oder eines höheren Grades einen Attributswurf mit deinem Attribut zum Zauberwirken ab. Der SG beträgt 10+ den Grad des Zaubers. Bei einem erfolgreichen Wurf endet der Zauber</p>\n<p><strong>Auf höheren Graden.</strong>Wenn du diesen Spruch mit einem Zauberplatz des 4. oder eines höheren Grades wirkst, wird der Effekt von auf dem Ziel liegenden Zaubern beendet, wenn ihr Grad dem des verbrauchten Zauberplatzes entspricht oder niedriger ist.</p>","chat":"","unidentified":""},"source":"SHB S. 247 (PHB S. 234)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":36,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":3,"school":"abj","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625282250,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"65HG0I26eTQfhzvY","name":"Verwandlung","type":"spell","img":"modules/SharedData_global/icons/spells/link-eerie-2.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Polymorph"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.04nMsTWkIFvkbXlY"}},"system":{"description":{"value":"<p>Dieser Zauber verwandelt eine Kreatur in Reichweite, die du sehen kannst, in eine neue Gestallt. Einem unwilligen muss ein Weisheitsrettungswurf gelingen, um den Effekt zu vermeiden. Der Zauber hat keine Auswirkungen auf Gestalltwandler oder Kreaturen mit 0 Trefferpunkten.</p>\n<p>Die Transformation hält für die Wirkungsdauer an oder bis das Ziel auf 0 Trefferpunkte fällt oder stirbt. Die neue Gestallt kann die eines beliebigen Tiers sein, dessen Herausforderungsgrad gleich oder niedriger ist als der des Ziels (wenn das Zeil keinen Herausforderungsgrad hat, verwende seine Stufe). Die Spielwerte des Ziels, inklusive der geistigen Attribute, werden durch die des ausgewählten Tiers ersetzt. Die betroffene Kreatur behält ihre Gesinnung und Persönlichkeit und erhält die Trefferpunkte der neuen Gestallt. Nimmt das Ziel wieder seine ursprüngliche Form an, besitzt es die gleiche Anzahl von Trefferpunkten wie vor der Verwandlung. Findet die Rückverwandlung statt, weil die Trefferpunkte des Ziels auf 0 fallen, wird jeglicher überzähliger Schaden auf die normale Gestallt übertragen. Solange dieser überzählige Schaden die Trefferpunkte nicht auf 0 reduziert, wird sie nicht bewusstlos.</p>\n<p>Die Kreatur kann nur die Aktionen durchführen, die in ihrer neuen Gestallt möglich sind. Es ist ihr weder möglich zu sprechen noch Zauber zu wirken. Die Ausrüstung des Ziels verschmilzt mit seiner neuen Gestalt, es kann keine Ausrüstung aktivieren, verwenden oder anderweitig nutzen.</p>","chat":"","unidentified":""},"source":"SHB S. 281 (PHB S. 266)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":18,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"trs","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"Kokon einer Raupe","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625285557,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"NRTDLYIeNyBTsFBw","name":"Verwirrung","type":"spell","img":"modules/SharedData_global/icons/spells/wind-magenta-3.jpg","effects":[],"folder":null,"sort":100001,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickTemplate":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"core":{"sourceId":"Compendium.dnd5e.spells.9hQXdMSmerkTsHDe"}},"system":{"description":{"value":"<p>Dieser Zauber attackiert und verdreht den Verstand der betroffenen Kreaturen, was zu Wahnvorstellungen und unkontrollierten Handlungen führt. Jede Kreatur innerhalb einer Sphäre mit einem Radius von 3m, zentriert um einen Punkt deiner Wahl in Reichweite, muss einen erfolgreichen Weisheitsrettungswurf ablegen, um dem Zauber zu widerstehen.</p>\n<p>Betroffene Ziele können keine Reaktion ausführen und müssen zu Beginn des Zuges mit einem [[/r 1d10]] würfeln, um ihr Verhalten für diesen Zug zu bestimmen.</p>\n<table style=\"height:80px;width:98.835%\">\n<thead>\n<tr style=\"height:16px;text-align:center\">\n<td style=\"width:10.1923%;height:16px\">d10</td>\n<td style=\"width:88.8254%;height:16px\">Behaviour</td>\n</tr>\n</thead>\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">1</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur verwendet ihre gesamte Bewegung, um sich in eine zufällige Richtung zu bewegen. Bestimme die Richtung, indem du mit einem d8 würfelst und jeder Richtung ein Ergebnis zuweist. Die Kreatur führt in diesem Zug keine Aktion aus.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">2-6</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur bewegt sich nicht und führt in diesem Zug keine Aktion aus.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">7-8</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur verwendet ihre Aktion, um einen Nahkampfangriff gegen eine zufällig bestimmte Kreatur in Reichweite auszuführen. Wenn sich keine Kreatur in Reichweite befindet, handelt die Kreatur in diesem Zug nicht.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">9-10</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur kann sich normal bewegen und handeln.</td>\n</tr>\n</tbody>\n</table>\n<p>Zu Beginn eines jeden ihrer Züge kann eine betroffene Kreatur einen Weisheitsrettungswurf ablegen. Wenn dieser erfolgreich ist, endet der Effekt für das Ziel.</p>\n<p><strong>Auf höheren Graden.</strong>Wenn du diesen Spruch mit einem Zauberplatz des 5. oder eines höheren Grades wirkst, vergrößert sich der Radius der Sphäre für jeden Grad über den 4. hinaus um 1,5m</p>","chat":"","unidentified":""},"source":"SHB S. 281 (PHB S. 224)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"m","type":"sphere"},"range":{"value":27,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"drei Nussschalen","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625289223,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}],"effects":[],"folder":null,"sort":0,"flags":{"core":{"sheetClass":"","sourceId":"Actor.ZWY5ZDQ3YTM2NzQw"},"tidy5e-sheet":{}},"system":{"abilities":{"str":{"value":2,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":-4,"save":0},"dex":{"value":20,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":5,"save":0},"con":{"value":8,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":-1,"save":0},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":0,"save":0},"wis":{"value":14,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":2,"save":0},"cha":{"value":15,"proficient":0,"bonuses":{"check":"","save":""},"min":3,"mod":2,"save":0}},"attributes":{"ac":{"flat":15,"calc":"natural","formula":""},"hp":{"value":1,"min":0,"max":1,"temp":null,"tempmax":null,"formula":"1d4-1"},"init":{"value":0,"bonus":0,"mod":5,"prof":0,"total":5},"movement":{"burrow":0,"climb":0,"fly":9,"swim":0,"walk":3,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"ft","special":"passive Wahrnehmung 14"},"spellcasting":"","prof":2,"spelldc":10,"spellLevel":0,"bar1":{"value":1,"min":0,"max":1},"bar2":{"value":15,"min":0,"max":15}},"details":{"biography":{"value":"<section class=\"secret\">\n<p>Pixies sind gerade einmal 30cm groß und sehen aus wie winzige Elfen, mit hauchzarten Flügeln wie von Libellen oder Schmetterlingen, hell wie der Morgen und strahlend wie der aufgehende volle Mond. Pixies sind neugierig wie Katzen und scheu wie Rehe und gehen, wohin sie auch wollen. Sie spionieren gerne andere Kreaturen aus und können ihre Aufregung in deren Nähe kaum in Zaum halten. Ihr Drang, sich vorzustellen und Freundschaft zu schließen, ist fast überwältigend; nur die Furcht der Pixie, gefangen oder angegriffen zu werden, hält sie zurück. Wer durch die Lichtung einer Pixie wandert, sieht die Kreatur vielleicht niemals, doch hört er sie gelegentlich kichern, japsen oder seufzen. Pixies schmücken sich wie die Prinzen und Prinzessinnen unter den Feenwesen heraus, tragen wallende Gewänder und Wämser aus Seide, die wie das Mondlicht auf einen Teich funkeln. Einige kleiden sich in Eicheln, Blättern, Rinden und die Felle kleiner Waldbewohner. Sie sind stolz auf ihre Aufmachung und strahlen vor Freude, wenn sie Komplimente für ihre Kleidung erhalten.</p>\n<p><strong>Magische Feen. </strong>Durch ihre angeborene Macht der Unsichtbarkeit erscheinen Pixies nur selten, es sei denn, sie wollen gesehen werden. Im Feywild und auf der Materiellen Ebene schreiben Pixies im Winter Muster des Frostes auf Teiche und erwecken die Knospen im Frühling. Sie lassen Blumen vor Sommertau funkeln und färben die Blätter in den strahlenden Schattierungen des Herbstes.</p>\n<p><strong>Feenstaub.</strong>  Wenn Pixies sichtbar umherfliegen, ziehen sie herabfallenden funkelnden Staub hinter sich her, wie den glitzernden Schweif eines Kometen. Eine winzige Prise Feenstaub soll es erlauben zu fliegen, eine Kreatur hoffnungslos verwirren oder Feinde in magischen Schlaf versetzen. Nur Pixies können ihren Staub mit vollem Effekt verwenden, aber oft suchen Magier und Monster diese Feenwesen auf, um ihre Macht zu studieren oder zu meistern.</p>\n<p><strong>Winzige Witzbolde.</strong> Auch wenn die Ankunft von Besuchern ihre Neugier weckt, sind Pixies zu scheu, um sich sofort zu zeigen. Sie beobachten die Besucher aus der Entfernung, um ihre Stimmung einzuschätzen und spielen ihnen harmlose Streiche, um ihre Reaktionen zu sehen. Beispielsweise könnten Pixies die Stiefel eines Zwergen zusammenbinden, Illusionen von seltsamen Kreaturen oder Schätzen erschaffen, oder tanzende Lichter verwenden, um Eindringlinge in die Irre zu führen. Wenn die Besucher feindselig reagieren, gehen die Pixies ihnen aus dem Weg. Wenn die Besucher ein gutes Wesen haben, werden die Pixies vermutlich mutiger und freundlicher werden. Die Feenwesen könnten sich sogar zeigen und anbieten, ihre \"Gäste\" auf einem sicheren Weg zu führen oder sie zu einem winzigen, doch sehr befriedigenden Festmahl einzuladen, das ihnen zu Ehren bereitet wird.</p>\n<p><strong>Abneigung gegen Gewalt.</strong> Im Gegensatz zu ihren Vettern, den Feengeistern, hassen Pixies Waffen und würden eher fliehen, als sich auf eine körperliche Auseinandersetzung mit einem Feind einzulassen.</p>\n</section>","public":""},"alignment":"Neutral Gut","race":"","type":{"value":"custom","subtype":"","swarm":"","custom":"Feenwesen"},"environment":"","cr":0.25,"spellLevel":0,"xp":{"value":50},"source":"MM S.221","class":"","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"tiny","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Sylvanisch"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""},"bonus":0,"mod":5,"passive":15},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""},"bonus":0,"mod":0,"passive":10},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""},"bonus":0,"mod":-4,"passive":6},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""},"bonus":0,"mod":0,"passive":10},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""},"bonus":0,"mod":0,"passive":10},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""},"bonus":0,"mod":0,"passive":10},"prc":{"value":1,"ability":"wis","bonuses":{"check":"","passive":""},"bonus":0,"mod":4,"passive":14},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""},"bonus":0,"mod":0,"passive":10},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""},"bonus":0,"mod":5,"passive":15},"ste":{"value":1,"ability":"dex","bonuses":{"check":"","passive":""},"bonus":0,"mod":7,"passive":17},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""},"bonus":0,"mod":2,"passive":12}},"spells":{"spell1":{"value":0,"override":null,"max":0},"spell2":{"value":0,"override":null,"max":0},"spell3":{"value":0,"override":null,"max":0},"spell4":{"value":0,"override":null,"max":0},"spell5":{"value":0,"override":null,"max":0},"spell6":{"value":0,"override":null,"max":0},"spell7":{"value":0,"override":null,"max":0},"spell8":{"value":0,"override":null,"max":0},"spell9":{"value":0,"override":null,"max":0},"pact":{"value":0,"override":null},"spell0":{"value":0,"max":0}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3},"prototypeToken":{"flags":{},"name":"Pixie","displayName":30,"width":0.5,"height":0.5,"rotation":0,"lockRotation":false,"actorLink":false,"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"randomImg":false,"alpha":1,"light":{"alpha":1,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"texture":{"src":"modules/SharedData_resources/tokens/creatures/Pixie.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":true,"range":40,"brightness":0,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662625315829,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}
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Sie meiden Orte mit hellem Licht und Temperaturextremen. Sie fließen durch den klammen Untergrund, ernähren sich von allen Kreaturen oder Gegenständen, die aufgelöst werden können, schleichen über den Boden, tropfen von Mauern und Decken, breiten sich über die Ränder unterirdischer Wasserbecken aus und quetschen sich durch enge Spalten. Die erste Warnung, die ein Abenteurer bezüglich der Präsenz eines Schlicks erhält, ist oft der brennende Schmerz seiner Säureberührung.</p>\n<p>Schlicke werden von Bewegungen und Wärme angelockt. Organische Materialien sind Nahrung für sie, und wenn Beute knapp ist, fressen sie Dreck, Pilze und Abfälle. Erfahrene Entdecker wissen, dass ein makellos sauberer Korridor ein wahrscheinliches Zeichen ist, dass ein Schlick in der Nähe haust.</p>\n<p><strong>Langsamer Tod.</strong> Ein Schlick tötet seine Beute langsam. Einige Varianten, wie der Schwarze Blob und der Gallertwürfel, umschlingen Kreaturen, um ihre Flucht zu verhindern. Der einzige Vorteil dieses qualvollen Todes ist, dass die Gefährten des Opfers es retten können, ehe es zu spät ist.</p>\n<p>Da nicht jeder Schlick jede Art von Substanz zersetzen kann, haben einige Schlicke Münzen, metallene Ausrüstung, Knochen und andere Überbleibsel in ihren bebenden Körpern schweben. Ein getöteter Schlick kann eine reichhaltige Quelle für Schätze sein.</p>\n<p><strong>Geistlose Diener.</strong> Auch wenn ein Schlick nicht die Intelligent hat, sich mit anderen Kreaturen zu verbünden, können andere, die verstehen, dass er fressen muss, ihn an einen Ort locken, wo er nützlich sein kann. Schlaue Monster halten Schlicke in ihrer Nähe, damit sie Korridore bewachen oder Abfälle verzehren. Gleichermaßen kann ein Schlick in eine Grubenfalle gelockt werden, wo ihn seine Fänger häufig genug füttern, sodass er nicht angreift. Schlaue Kreaturen stellen Fackeln und lodernde Feuerschalen an strategischen Orten auf, um zu verhindern, dass ein Schlick einen bestimmten Tunnel oder Raum verlässt.</p>\n<p><strong>Brut von Jubilex.</strong> Glaubt man dem Demonomicon von Iggwilv und anderen Quellen sind Schlicke verstreute Fragmente oder Nachkommen des Dämonenfürsten Jubilex. Ob dies wahr ist oder nicht, der gesichtslose Fürst ist eines der wenigen Wesen, die Schlicke kontrollieren und sie mit einer gewissen Intelligenz erfüllen können. Meistens besitzen Schlicke kein Gefühl für Taktik oder Selbsterhaltung. Sie sind direkt und vorhersehbar und greifen ohne jeden Verstand an, um zu fressen. Unter der Kontrolle von Jubilex weisen sie einen Hauch von Bewusstsein und bösartiger Intelligenz vor.</p>\n<p><strong>Schlicknatur.</strong> Ein Schlick muss nicht schlafen.</p>\n<p> </p>\n<h1>Grauschlick</h1>\n<p>Ein Grauschlick ist Stein, der vom Chaos in Flüssigkeit verwandelt worden ist. Wenn er sich bewegt, gleitet er wie eine flüssige Schlange und erhebt sich, um zuzuschlagen</p>\n<p> </p>\n</section>\n<blockquote>\n<section class=\"secret\">\n<h2>Variante: Psychischer Grauschlick</h2>\n<p>Ein Grauschlick, der lange Zeit lebt, kann sich entwickeln, intelligenter werden und beschränkte psionische Fähigkeiten entwickeln. Dies geschieht häufiger bei Grauschlicken, die in der Nähe psionischer Kreaturen wie Gedankenschindern leben, was andeutet, dass der Schlick psionische Fähigkeiten spüren und nachahmen kann.</p>\n<p>Ein psionischer Grauschlick hat einen Intelligenzwert von 6 (-2), sowie die folgende zusätzliche Aktion:</p>\n<p><strong>Psychisches Zermalmen (Aufladung 5-6).</strong> Der Schlick wählt eine Kreatur innerhalb von 18m um sich aus, die er wahrnehmen kann. 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Beispielsweise besteht ein Magma-Mephit aus Erde und Feuer, und er zieht eine Behausung in einem Vulkan vor, während ein Eis-Mephit, der aus Luft und Wasser besteht, eisige Orte schätzt.</p><p><strong>Elementare Natur.</strong> Ein Mephit muss nicht atmen, essen, trinken oder schlafen.</p></section>","public":""},"alignment":"neutral-böse","race":"","type":{"value":"elemental","subtype":"","swarm":"","custom":""},"environment":"","cr":0.25,"spellLevel":0,"source":"MM S.191","xp":{"value":10},"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"sm","di":{"value":["poison"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["poisoned"],"custom":""},"languages":{"value":["aquan","terran"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":1,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"prototypeToken":{"name":"Schlamm-Mephit","displayName":20,"actorLink":false,"width":1,"height":1,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{},"randomImg":false,"texture":{"src":"modules/SharedData_resources/tokens/creatures/Schlamm-Mephit.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.5","coreVersion":"10.291","createdTime":null,"modifiedTime":1683272298182,"lastModifiedBy":"edMcwoEWRejwKWbZ"}}
{"_id":"I7Y9Cd5xSuNoCnP7","name":"Flumph","type":"npc","img":"modules/SharedData_resources/pictures/creatures/Flumph.png","items":[{"_id":"AWu001qj4EnJItlt","name":"Verbesserte Telepathie","type":"feat","img":"icons/magic/sonic/explosion-shock-sound-wave.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"<p>Der Flumph kann den Inhalt jeglicher telepathischer Kommunikation wahrnehmen, die im Umkreis von 18 Metern stattfindet, und kann nicht von Kreaturen &uuml;berrascht werden, die jedwede Form von Telepathie besitzen.</p>\n<p>&nbsp;</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":18,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"Sg3TWxhK4USgoNmL","name":"Anfällig für den Zustand liegend","type":"feat","img":"modules/SharedData_global/icons/spells/rip-magenta-1.jpg","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}}},"system":{"description":{"value":"<p>Wenn der Flumph den Zustand @Compendium[SharedData_global.Regelwerk.fmJg8SfAiCEnFWB3]{liegend} erleidet, wirf einen W&uuml;rfel. Bei einem ungeraden Ergebniss landet der Flumph kopf&uuml;ber und ist @Compendium[SharedData_global.Regelwerk.uueXRFgkPr6P4cq7]{kampfunf&auml;hig}. Am Ende eines jeden seiner Z&uuml;ge kann der Flumph einen Geschicklichkeitsrettungswurf gegen SG 10 ablegen, wobei er sich bei einem Erfolg wieder umdreht und den Zustand kampfunf&auml;hig beendet.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"dex","dc":10,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624839152,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"HvlbNUeHDRpvy1Si","name":"Telepathische Hülle","type":"feat","img":"icons/magic/defensive/shield-barrier-flaming-diamond-blue-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}}},"system":{"description":{"value":"<p>Der Flumph ist immun gegen alle Effekte, die seine Gef&uuml;hle sp&uuml;ren oder seine Gedanken lesen w&uuml;rden, sowie gegen alle Weissagungszauber.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"z0FkIcnaLOpzFMNA","name":"Tentakel","type":"weapon","img":"icons/creatures/tentacles/tentacles-thing-green.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}},"quickAttack":{"value":true,"altValue":true},"quickDamage":{"context":{"0":"","1":""},"value":{"0":true,"1":true},"altValue":{"0":true,"1":true}},"quickSave":{"value":true,"altValue":true}}},"system":{"description":{"value":"<section class=\"secret\" style=\"border-top: 1px solid var(--color-border-dark-5); border-bottom: 1px solid var(--color-border-dark-5);\">\n<p>Nahkampf-Waffenangriff:&nbsp;<strong>+4 zum Treffen</strong>, Reichweite 1.5m, ein Ziel. Treffer: <strong>4 (1D4 + 2) Stichschaden + 2 (1d4) S&auml;ureschaden.</strong></p>\n</section>\n<p>Am Ende eines jeden seiner Z&uuml;ge muss das Ziel einen Konstitutionsrettungswurf gegen SG 10 schaffen. Es erleidet bei einem Fehlschlag 1d4 S&auml;ureschaden und beendet den anhaltenden S&auml;ureschaden bei einem Erfolg.</p>\n<section class=\"secret\">\n<p>Der Zauber @Compendium[SharedData_global.Zauber.ZdS141Dxj4MOg7zJ]{Schwache Genesung}, der auf das Ziel gewirkt wird, beendet den anhaltenden S&auml;ureschaden ebenfalls.</p>\n</section>","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":1.5,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"],["1d4","acid"]],"versatile":""},"formula":"","save":{"ability":"con","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"fir":false,"fin":false,"foc":false,"lod":false,"lgt":false,"mgc":false,"amm":false,"rel":false,"hvy":false,"spc":false,"sil":false,"ver":false,"rch":false,"ret":false,"thr":false,"two":false},"proficient":true},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"PSXM4JfeB9lts2k6","name":"Gestank versprühen(1/Tag)","type":"weapon","img":"icons/magic/unholy/projectile-smoke-tendril-green.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}},"quickTemplate":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true}},"rsr5e":{"quickOther":{"context":""},"quickDesc":{"value":false,"altValue":false},"quickFooter":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickTemplate":{"value":true,"altValue":true},"consumeQuantity":{"value":false,"altValue":false}}},"system":{"description":{"value":"<p>Jede Kreatur in einem Kegel von 4,5m, der vom Flumph ausgeht, muss einen Geschicklichkeitsrettungswurf gegen SG 10 ablegen, um nicht von einer übelriechenden Flüssigkeit bedeckt zu werden. Eine so überzogene Kreatur gibt für 1D4 Stunden einen schrecklichen Gestank ab. Die Kreatur ist @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.jSb2Xvm734I3oGFl]{vergiftet}, solange der Gestank anhält, und andere Kreaturen sind @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.jSb2Xvm734I3oGFl]{vergiftet}, solange sie sich im Umkreis von 1,5m um die Kreatur befinden.</p><section class=\"secret\" id=\"secret-TUrqDdhYF4UKSPJq\"><p>Eine Kreatur kann den Gestank entfernen, indem sie eine kurze Rast verwendet, um in Alkohol, Wasser oder Essig zu baden.</p></section>","chat":"","unidentified":""},"source":"","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":true,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":4.5,"width":null,"units":"m","type":"cone"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"str","dc":10,"scaling":"flat"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"natural","baseItem":"","properties":{"ada":false,"fir":false,"fin":false,"foc":false,"lod":false,"lgt":false,"mgc":false,"amm":false,"rel":false,"hvy":false,"spc":false,"sil":false,"ver":false,"rch":false,"ret":false,"thr":false,"two":false},"proficient":true},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.1","coreVersion":"10.291","createdTime":null,"modifiedTime":1673527053497,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}],"effects":[],"folder":null,"sort":0,"flags":{"tidy5e-sheet":{"traitsExpanded":true},"core":{"sourceId":"Actor.RvauD2MIZun7i3Za"}},"system":{"abilities":{"str":{"value":6,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":15,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":11,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":7,"min":0,"max":7,"temp":0,"tempmax":0,"formula":"2d6"},"init":{"ability":"","bonus":0,"value":0},"movement":{"burrow":0,"climb":0,"fly":9,"swim":0,"walk":1.5,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":0,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"int"},"details":{"biography":{"value":"<section class=\"secret\">\n<p>Die geheimnisvollen Flumphs treiben durch das Unterreich, angetrieben von der Luft, die aus den Düsen strömt, deren Geräusch ihnen ihren Namen eingebracht hat. 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Treffer: <strong>4 ([[/r 1d4+2]]) Giftschaden</strong>.</p><p>Eine getroffene Kreatur muss einen <strong>Konstitutionsrettungswurf gegen SG 18</strong> schaffen, um nicht für 1 Stunde @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.jj2hKsctHnfPG0Mt]{gelähmt} zu werden. ein @UUID[Compendium.SharedData_global.Zauber.gu9lmcClMYoNi9Qe]{Heilungszauber}, @UUID[Compendium.SharedData_global.Zauber.ZdS141Dxj4MOg7zJ]{Schwache} oder @UUID[Compendium.SharedData_global.Zauber.nXiZQ25kyAPMEXHW]{Vollständige Genesung}, oder ähnliche Magie entfernen diesen Effekt.</p></section><p>Der Riesentarantulafalke greift mit seinem Stachel an.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":1.5,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"con","dc":18,"scaling":"flat"},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false}},"_id":"goT4PUjsurNmyH7R","img":"icons/creatures/abilities/stinger-poison-green.webp","effects":[],"folder":null,"sort":0,"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"rsr5e":{"quickDesc":{"value":true,"altValue":true},"quickFooter":{"value":true,"altValue":true},"quickOther":{"context":""},"quickAttack":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}},"quickSave":{"value":true,"altValue":true}}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":1666079535959,"modifiedTime":1666079946103,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}],"effects":[],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"tidy5e-sheet":{"gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1":{"name":""},"notes2":{"name":""},"notes3":{"name":""},"notes4":{"name":""}},"core":{"sourceId":"Actor.4F7N1OvV2oqWrT4U"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1665867308211,"modifiedTime":1676148775288,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"IWhIlb4WUdRPFUlq"}
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Wenn sie verwurzelt sind, ähneln sie holzigen Sträuchern. Wenn sie ihre Wurzeln aus dem Boden ziehen, um sich zu bewegen, verdrehen sich die Zweige einer Zweigpage miteinander, um einen humanoid erscheinenden Körper mit einem Kopf und Gliedmaßen zu bilden.</p>\n<p>Zweigplagen suchen Lager und Wasserquellen auf und wurzeln dort, um Hinterhalte für potenzielle Opfer zu legen, die kommen, um zu trinken oder sich auszuruhen. Wenn sie in Gruppen zusammenstehen, verschmelzen Zweigplagen mit der natürlichen Vegetation des Ortes oder mit Haufen auch Schutt oder Feuerholz.</p>\n<p>Da sie so trocken sind, sind Zweigplagen besonders anfällig für Feuer.</p>\n</section>\n<p> </p>\n<section class=\"secret\">\n<h2>Plage Allgemein</h2>\n<p>Plagen sind erwachte Pflanzen, die mit Intelligenz und Beweglichkeit gesegnet worden sind und Land heimsuchen, das von der Dunkelheit kontaminiert worden ist. Eine Plage trinkt die Dunkelheit aus dem Boden. 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An diesem Gulthias-Baum wuchsen die Samen, aus denen die ersten Plagen entstanden.</p>\n<p><strong>Dunkle Eroberung.</strong> Immer wenn ein Baum von einem Fragment eines bösen Geistes oder einer dunklen Macht verseucht wird, kann sich ein Gulthias-Baum erheben und den Wald der Umgebung korrumpieren. Sein Böses breitet sich über die Wurzeln und Erde auf andere Pflanzen aus, die entweder sterben oder sich in Plagen verwandeln. Während sich diese Plagen ausbreiten, vergiften und entwurzeln sie gesunde Pflanzen und ersetzen sie durch Dornensträucher, giftiges Unkraut und andere ihrer Art. Mit der Zeit kann eine Verseuchung durch Plagen jedes Land und jeden Wald in einen Ort der Korruption verwandeln.</p>\n<p>In Wäldern, die von Plagen heimgesucht sind, wachsen Bäume und Pflanzen mit übernatürlicher Geschwindigkeit. Ranken und Unterholz breiten sich durch Gebäude aus und überwuchern Wege und Straßen. Nachdem die Plagen alle Bewohner vertrieben oder umgebracht haben, können ganze Dörfer innerhalb von wenigen Tagen verschwinden.</p>\n<p><strong>Vom Bösen beherrscht.</strong> Plagen sind unabhängige Kreaturen, doch die meisten stehen unter dem Einfluss eines Gulthias-Baumes. Oft zeigen sie Eigenheiten und Eigenschaften der Lebenskraft oder des Geistes, der sie erzeugt hat. 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Diese froschköpfigen, amphibischen Humanoiden müssen immer feucht bleiben und leben daher in Regenwäldern, Sümpfen und klammen Höhlen. Bullywugs sind immer hungrig und durch und durch böse. Sie überwältigen ihre Gegner in Überzahl, wenn sie können, doch flüchten sie vor ernsthaften Bedrohungen, um leichtere Beute zu finden.</p>\n<p>Bullywugs haben grüne, graue oder fleckig gelbe Haut, die zwischen Schattierungen von Grau, Grün und Braun wechselt, sodass sie sich an ihre Umgebung anpassen können. Sie tragen grobschlächtige Rüstung und führen einfache Waffen. Außerdem können die böse zubeißen, wenn ein Fein zu nahe kommt.</p>\n<p><strong>Widerliche Aristokratie.</strong> Bullywugs sehen sich selbst als die rechtmäßigen Herrscher des Sumpfes. Sie folgen einer Art Etikette, wenn sie mit Außenstehenden und einander umgehen, doch diese unterliegt den Launen und Vorlieben ihres Anführers - einem selbsternannten Fürsten des Schlamms. Bullywug stellen einander mit grandios klingenden Titeln vor, machen eine regelrechte Darbietung daraus, wie sie sich vor ihren Vorgesetzten verbeugen und erniedrigen und versuchen die ganze Zeit, die Gunst ihrer Vorgesetzten zu erlangen.</p>\n<p>Ein Bullywug hat zwei Möglichkeiten, unter seiner Art aufzusteigen. Er kann entweder seine Rivalen ermorden, doch muss er darauf achten, dieses Verbrechen geheim zu halten, oder er kann einen Schatz oder magischen Gegenstand finden und ihn als Tribut oder Zeichen des Gehorsams seinen Lehnsherren schenken. Ein Bullywug, der seine Rivalen tötet, ohne dabei gerissen vorzugehen, wird wahrscheinlich hingerichtet und somit kommt es häufiger vor, dass Bullywugs Überfälle auf Karawanen und Siedlungen durchführen, mit dem Ziel, wertvolle Gegenstände zu erbeuten, die sie ihrem Fürsten präsentieren können, um so in seiner Gunst aufzusteigen. Solche edlen Gegenstände werden durch Missbrauch und Nachträglichkeit so gut wie immer in dreckige Fetzen verwandelt. Sobald ein Geschenk seinen Glanz verliert, verlangt ein Bullywug-Fürst eigentlich immer, dass seine Untertanen ihm neue Schätze als Tribut bringen.</p>\n<p><strong>Ungebärdige Diplomatie.</strong> Bullywugs lieben nichts mehr, als sich als Gebieter gegenüber jenen aufzuspielen, die in ihr Revier eindringen. Ihre Krieger versuchen, Eindringlinge gefangenzunehmen, anstatt sie einfach nur zu erschlagen.</p>\n<p>Gefangene werden vor den König oder die Königin geschleppt - dabei handelt es sich um einen Bullywug von ungewöhnlicher Größe - und gezwungen, um Gnade zu flehen. Bestechungen, Schätze und Schmeicheleien können einen Bullywug-Herrscher davon überzeugen, seine Gefangenen gehen zu lassen, aber nicht, bevor eine \"Gäste\" mit der Pracht seiner Schätze und seines Reiches beeindrucken konnte. Bullywug-Fürsten leiden unter einem ausgeprägten Minderwertigkeitskomplex und spielen sich als Könige und Königinnen auf, doch sehen sich verzweifelt danach, von Außenstehenden gefürchtet zu werden.</p>\n<p><strong>Amphibische Verbündete.</strong> Bullywugs sprechen eine Sprache, die es ihnen erlaubt, über große Entfernungen zu kommunizieren, indem sie quaken wie ein Frosch. Neuigkeiten über Eindringlinge oder andere Ereignisse verbreiten sich durch dieses grobschlächtige Kommunikationssystem innerhalb von Minuten.</p>\n<p>Einfache Konzepte in der Sprache sind auch für Frösche und Kröten verständlich. Bullywugs nutzen diese Fähigkeit, um starke Bindungen zu Riesenfröschen aufzubauen, die sie als Wach- oder Jagdtiere ausbilden. Größere Exemplare werden manchmal sogar als Reittiere verwendet. Die Fähigkeit des Frosches, Kreaturen am Stück zu verschlingen, bietet Jagdtrupps der Bullywugs eine einfache Möglichkeit, Beute zurück in ihr Dorf zu bringen.</p>\n</section>","public":""},"alignment":"neutral-böse","race":"","type":{"value":"humanoid","subtype":"Bullywug","swarm":"","custom":""},"environment":"","cr":0.25,"spellLevel":0,"xp":{"value":10},"source":"MM S.30","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":[],"custom":"Bullywug"}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":1,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"token":{"name":"Bullywug","img":"modules/SharedData_resources/tokens/creatures/Bullywug.png","displayName":20,"actorLink":false,"width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"alpha":1,"vision":false,"dimSight":0,"brightSight":0,"sightAngle":0,"light":{"alpha":0.5,"angle":0,"bright":0,"coloration":1,"dim":0,"gradual":true,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"flags":{},"randomImg":false,"tint":null,"x":null,"y":null,"elevation":null},"items":[{"_id":"lfBkzvj0z2E4vPP3","name":"Fellrüstung","type":"equipment","img":"icons/equipment/chest/breastplate-scale-leather.webp","data":{"description":{"value":"<p>Diese primitive Rüstung besteht aus dicken Pelzen und Tierhäuten. 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Diese hohnerfüllten Exemplare kleiden sich in Gewänder aus Leder, rauem Tuch und Teile von Sumpfpflanzen. Sie werden oftmals von einer Riesenkröte begleitet oder getragen.</p>\n<p> </p>\n<h2>Bullywug Allgemein</h2>\n<p>Das Leben als Bullywug ist fies, brutal und nass. Diese froschköpfigen, amphibischen Humanoiden müssen immer feucht bleiben und leben daher in Regenwäldern, Sümpfen und klammen Höhlen. Bullywugs sind immer hungrig und durch und durch böse. Sie überwältigen ihre Gegner in Überzahl, wenn sie können, doch flüchten sie vor ernsthaften Bedrohungen, um leichtere Beute zu finden.</p>\n<p>Bullywugs haben grüne, graue oder fleckig gelbe Haut, die zwischen Schattierungen von Grau, Grün und Braun wechselt, sodass sie sich an ihre Umgebung anpassen können. Sie tragen grobschlächtige Rüstung und führen einfache Waffen. Außerdem können die böse zubeißen, wenn ein Fein zu nahe kommt.</p>\n<p><strong>Widerliche Aristokratie.</strong> Bullywugs sehen sich selbst als die rechtmäßigen Herrscher des Sumpfes. Sie folgen einer Art Etikette, wenn sie mit Außenstehenden und einander umgehen, doch diese unterliegt den Launen und Vorlieben ihres Anführers - einem selbsternannten Fürsten des Schlamms. Bullywug stellen einander mit grandios klingenden Titeln vor, machen eine regelrechte Darbietung daraus, wie sie sich vor ihren Vorgesetzten verbeugen und erniedrigen und versuchen die ganze Zeit, die Gunst ihrer Vorgesetzten zu erlangen.</p>\n<p>Ein Bullywug hat zwei Möglichkeiten, unter seiner Art aufzusteigen. Er kann entweder seine Rivalen ermorden, doch muss er darauf achten, dieses Verbrechen geheim zu halten, oder er kann einen Schatz oder magischen Gegenstand finden und ihn als Tribut oder Zeichen des Gehorsams seinen Lehnsherren schenken. Ein Bullywug, der seine Rivalen tötet, ohne dabei gerissen vorzugehen, wird wahrscheinlich hingerichtet und somit kommt es häufiger vor, dass Bullywugs Überfälle auf Karawanen und Siedlungen durchführen, mit dem Ziel, wertvolle Gegenstände zu erbeuten, die sie ihrem Fürsten präsentieren können, um so in seiner Gunst aufzusteigen. Solche edlen Gegenstände werden durch Missbrauch und Nachträglichkeit so gut wie immer in dreckige Fetzen verwandelt. Sobald ein Geschenk seinen Glanz verliert, verlangt ein Bullywug-Fürst eigentlich immer, dass seine Untertanen ihm neue Schätze als Tribut bringen.</p>\n<p><strong>Ungebärdige Diplomatie.</strong> Bullywugs lieben nichts mehr, als sich als Gebieter gegenüber jenen aufzuspielen, die in ihr Revier eindringen. 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Weil sie sich so langsam bewegen, versuchen sie selten, Kreaturen zu verfolgen und zu fangen. Stattdessen bleiben sie auf der Stelle und ernähren sich, indem sie Nährstoffe aus ihrer Umgebung saugen. Dabei warten sie, dass Beute zu ihnen kommt. Wenn eine Kreatur an einem Modernden Schlurfer vorbeikommt oder auf ihm landet, erwacht das Monster zum Leben und verschlingt die arglose Beute.</p>\n<p><strong>Von Blitzen erschaffen.</strong> Ein Modernder Schlurfer entstammt einem Phänomen, bei dem ein Blitz oder Feenmagie eine ansonsten ganz normale Sumpfpflanze zum Leben erweckt. Wenn die Pflanze zu ihrem zweiten Leben erwacht, würgt sie das Leben aus Pflanzen und Tieren, die sie umgeben und kompostiert ihre Leichen in einem Haufen um ihre Wurzeln. Die Wurzeln geben irgendwann ihre Abhängigkeit von der Erde auf, sodass der Modernde Schlurfer neue Nahrungsquellen suchen kann.</p>\n<p><strong>Das wandelnde Unkraut.</strong> Der Instinkt, der den Modernden Schlurfer antreibt, ist sein zentraler Wurzelstamm, der irgendwo tief in seiner verborgenen Gestalt verborgen ist. Der Rest des Schlurfers besteht aus dem verfaulendem Haufen, den er gleichzeitig ansammelt und verzehrt. Dieser schützt den Wurzelstamm und erwacht zum Leben, um das Leben anderer Kreaturen zu zerschmettern und zu ersticken. Die dichte Masse des Körpers des Modernden Schlurfers ist immun gegen die Auswirkungen von Kälte und Feuer. Blitze lassen den Wurzelstamm erstarken, was den Modernden Schlurfer an Kraft zunehmen lässt und seinen Fressdrang verstärkt.</p>\n<p>Trotz seiner monströsen Gestalt ist der Modernde Schlurfer eine lebende Pflanze, die Luft und Nahrung benötigt. Auch wenn er nicht schläft, wie es Tiere tun, kann er für Tage am Stück ruhen, ehe er sich erhebt, um nach Nahrung zu jagen.</p>\n<p><strong>Wiederkehrende Bedrohung.</strong> Wenn ein Modernder Schlurfer von einem übermächtigen Feind bezwungen wird, kann der Wurzelstamm seinen Tod vortäuschen und die Überreste des Schlurfers in sich zusammenfallen lassen. Wenn der Wurzelstamm nicht getötet wird, versenkt er sich in den Überresten des Schlurfers, um langsam einen vollständigen Körper nachwachsen zu lassen. Dann zieht er wieder los, um alles zu verschlingen, was er kann. Auf diese Weise können Heimsuchungen von Modernden Schlurfern, die längst als zerstört betrachtet wurden, wieder und wieder auftreten.</p>\n</section>","public":""},"alignment":"gesinnungslos","race":"","type":{"value":"plant","subtype":"","swarm":"","custom":""},"environment":"","cr":5,"spellLevel":0,"xp":{"value":10},"source":"MM S.194","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"lg","di":{"value":["lightning"],"bypasses":[],"custom":""},"dr":{"value":["fire","cold"],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["blinded","exhaustion","deafened"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":1,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"prototypeToken":{"name":"Modernder Schlurfer","displayName":30,"actorLink":false,"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{},"randomImg":false,"texture":{"src":"modules/SharedData_resources/tokens/creatures/Modernder%20Schlurfer.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":null,"modifiedTime":1665772862510,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}
{"name":"Mumie","type":"npc","img":"modules/SharedData_resources/pictures/creatures/Mumie.png","system":{"abilities":{"str":{"value":16,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":8,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":15,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":6,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":10,"proficient":1,"bonuses":{"check":"","save":""}},"cha":{"value":12,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":11,"calc":"natural","formula":""},"hp":{"value":58,"min":0,"max":58,"temp":null,"tempmax":null,"formula":"9d8+18"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":6,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":0,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"int"},"details":{"biography":{"value":"<p>Mumien werden von dunklen Begräbnisriten erhoben und schlurfen aus verschleierter Stille eines in der Zeit vergessenen Tempels oder einer Gruft. Wenn sie aus ihrer Ruhe erweckt worden sind, bestrafen sie Eindringlinge mit der Macht ihres unheiligen Fluchs.</p><p><strong>Bewahrter Zorn.</strong> Die langen Begräbnisrituale, die die Bestattungen einer Mumie begleiten, helfen dabei, den Körper vor Verfall zu schützen. Bei einer Einbalsamierung werden die Organe der frisch verstorbenen Kreatur entfernt und in besondere Gefäße gelegt. Die Leiche wird mit konservierenden Ölen, Kräutern und Bandagen behandelt. Nachdem die Leiche vorbereitet worden ist, wird sie üblicherweise in Bandagen aus Leinen gewickelt.</p><p><strong>Der Wille dunkler Götter.</strong> Eine untote Mumie wird erschaffen, wenn ein Priester eines Todesgottes oder einer anderen dunklen Gottheit einen vorbereiteten Leichnam mit nekrotischer Magie erfüllt. Die Leinenbandagen der Mumie werden mit nekromantischen Schriftzeichen versehen, ehe das Begräbnisritual mit einer Anrufung der Dunkelheit endet. Die Mumie bleibt im Untod bestehen und wird belebt, wenn bestimmte Bedingungen, die im Ritual bestimmt werden, eintreten. Normalerweise wird ein Vergehen gegen ihre Gruft, Schätze, Ländereien oder ehemals geliebte Menschen eine Mumie erheben.</p><p><strong>Die Bestraften.</strong> Wenn eine Person gestorben ist, hat sie keinen Einfluss mehr darauf, ob ihre Leiche zu einer Mumie gemacht wird oder nicht. Einige Mumien waren mächtige Individuen, die einen Hohepriester oder Pharao erzürnt haben oder die Verbrechen des Verrats, Ehebruchs oder Mordes begangen haben. Als Strafe werden sie mit dem ewigen Untod verflucht, einbalsamiert, mumifiziert und versiegelt. In anderen Fällen werden Mumien, die als Gruftwächter dienen, aus Sklaven erschaffen, die hingerichtet werden, um einem größeren Zweck zu dienen.</p><p><strong>Rituelle Kreatur.</strong> Mumien gehorchen den Bedingungen und Parametern, die von den Ritualen bestimmt werden, die sie erschaffen haben. Sie haben einzig den Antrieb, Übeltäter zu bestrafen. Der überwältigende Schrecken, der den Angriff eine Mumie ankündigt, kann das Opfer vor Angst erstarren lassen. In den Tagen nach der Berührung durch eine Mumie verfault der Körper des Opfers von außen nach innen, bis nichts als Staub übrig ist.</p><p><strong>Beenden eines Mumienfluchs. </strong></p><p>Mumien werden von dunklen Begräbnisriten erhoben und schlurfen aus verschleierter Stille eines in der Zeit vergessenen Tempels oder einer Gruft. Wenn sie aus ihrer Ruhe erweckt worden sind, bestrafen sie Eindringlinge mit der Macht ihres unheiligen Fluchs.</p><p><strong>Bewahrter Zorn.</strong> Die langen Begräbnisrituale, die die Bestattungen einer Mumie begleiten, helfen dabei, den Körper vor Verfall zu schützen. Bei einer Einbalsamierung werden die Organe der frisch verstorbenen Kreatur entfernt und in besondere Gefäße gelegt. Die Leiche wird mit konservierenden Ölen, Kräutern und Bandagen behandelt. Nachdem die Leiche vorbereitet worden ist, wird sie üblicherweise in Bandagen aus Leinen gewickelt.</p><p><strong>Der Wille dunkler Götter.</strong> Eine untote Mumie wird erschaffen, wenn ein Priester eines Todesgottes oder einer anderen dunklen Gottheit einen vorbereiteten Leichnam mit nekrotischer Magie erfüllt. Die Leinenbandagen der Mumie werden mit nekromantischen Schriftzeichen versehen, ehe das Begräbnisritual mit einer Anrufung der Dunkelheit endet. Die Mumie bleibt im Untod bestehen und wird belebt, wenn bestimmte Bedingungen, die im Ritual bestimmt werden, eintreten. Normalerweise wird ein Vergehen gegen ihre Gruft, Schätze, Ländereien oder ehemals geliebte Menschen eine Mumie erheben.</p><p><strong>Die Bestraften.</strong> Wenn eine Person gestorben ist, hat sie keinen Einfluss mehr darauf, ob ihre Leiche zu einer Mumie gemacht wird oder nicht. Einige Mumien waren mächtige Individuen, die einen Hohepriester oder Pharao erzürnt haben oder die Verbrechen des Verrats, Ehebruchs oder Mordes begangen haben. Als Strafe werden sie mit dem ewigen Untod verflucht, einbalsamiert, mumifiziert und versiegelt. In anderen Fällen werden Mumien, die als Gruftwächter dienen, aus Sklaven erschaffen, die hingerichtet werden, um einem größeren Zweck zu dienen.</p><p><strong>Rituelle Kreatur.</strong> Mumien gehorchen den Bedingungen und Parametern, die von den Ritualen bestimmt werden, die sie erschaffen haben. Sie haben einzig den Antrieb, Übeltäter zu bestrafen. Der überwältigende Schrecken, der den Angriff eine Mumie ankündigt, kann das Opfer vor Angst erstarren lassen. In den Tagen nach der Berührung durch eine Mumie verfault der Körper des Opfers von außen nach innen, bis nichts als Staub übrig ist.</p><p><strong>Beenden eines Mumienfluchs.</strong> Seltene Magie kann das Ritual, das eine Mumie erschaffen hat, aufheben oder bannen, sodass sie wirklich sterben kann. Einfacher ist es normalerweise, eine Mumie zurück zur ewigen Ruhe zu schicken, indem man die Verfehlung nichtig macht, die sie erweckt hat. Ein heiliges Bildnis könnte in seine Nische zurückgestellt, ein gestohlener Schatz zurück ins Grab gebracht, oder ein Tempel von dem Blutvergießen gereinigt werden, das ihn entweiht hat.</p><p>Flüchtigere oder dauerhafte Verbrechen, wie das Enthüllen eines Geheimnisses, das die Mumie gewahrt sehen wollte, oder das Töten einer geliebten Person der Mumie, können nicht so einfach wiedergutgemacht werden. In solchen Fällen könnte die Mumie alle verantwortlichen Kreaturen abzuschlachten und dennoch nicht ihren Zorn besänftigen.</p><p><strong>Untote Archive.</strong> Auch wenn sie sich selten die Mühe machen, können Mumien sprechen. Entsprechend dienen einige von ihnen als untote Verwahrungsorte verlorenen Wissens und können von den Nachkommen jener, die sie erschaffen haben, befragt werden. Mächtige Individuen sperren Mumien manchmal absichtlich weg, um sie gelegentlich zu befragen.</p><p><strong>Untote Natur.</strong> Eine Mumie muss nicht atmen, essen, trinken oder schlafen.</p>","public":""},"alignment":"rechtschaffen böse","race":"","type":{"value":"undead","subtype":"","swarm":"","custom":""},"environment":"","cr":3,"spellLevel":0,"xp":{"value":10},"source":"MM S.198","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"med","di":{"value":["poison","necrotic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":"Wucht-, Stich- und Hiebschaden durch nicht magische Waffen"},"dv":{"value":["fire"],"bypasses":[],"custom":""},"ci":{"value":["charmed","exhaustion","paralyzed","frightened","poisoned"],"custom":""},"languages":{"value":[],"custom":"Alle Sprachen, die die Mumie im Leben 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style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Orange, 1/Tag: @Compendium[SharedData_global.Zauber.T6yOtBtC0QrxjVEh]{Sprühende Farben}</p>\n<p style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Gelb, 1/Tag: @Compendium[SharedData_global.Zauber.gkfe9Gqz9BI5XsZe]{Spiegelbilder}</p>\n<p style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Grün, 1/Tag: @Compendium[SharedData_global.Zauber.KIdW7yGPLlgZYNkl]{Einflüsterung}</p>\n<p style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Blau, 1/Tag: @Compendium[SharedData_global.Zauber.D3C7TKDhm5D75vsH]{Mächtiges Trugbild}</p>\n<p style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Indigo, 1/Tag: @Compendium[SharedData_global.Zauber.tXYBiMBQ4NL1HDfH]{Scheingelände}</p>\n<p style=\"box-sizing:border-box;user-select:text;color:#191813;font-size:13px\">Violett, 1/Tag: @Compendium[SharedData_global.Zauber.LkMGE5E3mXowMDUx]{Verwandlung}</p>\n</section>\n<p>Der Drache kann Zauber wirken. Sein Zauberattribut ist Charisma.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":null,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":"","recovery":"","type":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"type":{"value":"","subtype":""},"requirements":"","recharge":{"value":null,"charged":false},"time":{"value":"","_deprecated":true},"damageType":{"value":"","_deprecated":true},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"zGrTObzvFxWXT68V","name":"Einfache Illusion","type":"spell","img":"icons/magic/control/hypnosis-mesmerism-eye.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Einfache Illusion"},"core":{"sourceId":"Compendium.dnd5e.spells.oIzA2MEHwxhtQneU"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Du erschaffst ein Geräusch oder das Abbild eines Gegenstandes, das für die Wirkungsdauer bestehen bleibt. 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Gelingt ihr ein Wurf auf Intelligenz (Nachforschungen) gegen den SG zum Widerstehen deiner Zauber, kann sie erkennen, dass es sich um eine Illusion handelt. 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Die Hand bleibt für die Wirkungsdauer bestehen oder bis du sie mit einer Aktion fortschickst. Sie verschwindet auch, wenn sie sich weiter als 9m von dir entfernt oder du den Zauber erneut wirkst.</p>\n<p>Als Aktion kannst du die Hand kontrollieren und sie verwenden, um mit Gegenständen zu interagieren, geschlossene Türen oder Behälter zu öffnen, einen Gegenstand aus einem geöffneten Behälter zu holen oder ihn darin zu verstauen oder den Inhalt einer Phiole auszugießen. Immer wenn du die Hand kontrollierst, darfst du sie bis zu 9m bewegen.</p>\n<p>Die Hand kann nicht angreifen, keine magischen Gegenstände aktivieren oder mehr als 10 Pfund tragen</p>","chat":"","unidentified":""},"source":"SHB S. 247 (PHB S. 256)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false,"value":""},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"xqre0wkXEOOJ5Fqd","name":"Sprühende Farben","type":"spell","img":"modules/SharedData_global/icons/spells/fog-magenta-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Color Spray"},"core":{"sourceId":"Compendium.dnd5e.spells.LWTUqKkUQdMAmOe0"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Eine überwältigende Abfolge von blitzenden, bunten Lichtern springt aus deinen Händen. Würfle mit 6W10, das Ergebnis ist die Gesamtzahl von Trefferpunkten an Kreaturen, die dieser Zauber beeinflussen kann. Kreaturen innerhalb eines Kegels von 4,50 m werden in aufsteigender Reihenfolge ihrer aktuellen Trefferpunkte betroffen (dabei werden bewusstlose Kreaturen ignoriert sowie Kreaturen, die nicht sehen können).</p>\n<p>Beginnend mit der Kreatur mit den niedrigsten aktuellen Trefferpunkten werden alle von diesem Zauber betroffenen Kreaturen bis zum Ende deines nächsten Zugs blind. Ziehe die Trefferpunkte der Kreatur von der erwürfelten Gesamtsumme ab, ehe du mit der nächsten Kreatur mit den niedrigsten Trefferpunkten fortfährst. 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Acheron!</div>\n<div>Der Sieg ist unser!</div>\n<div>- Übersetzung eines Hobgoblin - </div>\n<div>Kriegsgesangs</div>\n</section>\n</blockquote>\n<section class=\"secret\">\n<p> </p>\n<p>Kriegshörner erschallen, Steine fliegen von Katapulten und der Donner von tausend bestiefelten Füßen hallt durch das Land, wenn Hobgoblins in die Schlacht ziehen. In den Grenzlanden der Zivilisation müssen Siedlungen und Siedler sich mit diesen aggressiven Humanoiden herumschlagen, deren Eroberungsdurst niemals zu befriedigen ist.</p>\n<p>Hobgoblins haben dunkel orangefarbene oder orangerote Haut und Haare, die von dunklem Rotbraun bis Dunkelgrau reichen. Gelbe oder dunkelbraune Augen starren unter einer vorstehenden Stirn hervor und in ihren breiten Mündern stehen scharfe und vergilbte Zähne. Ein männliche Hobgoblin könnte eine große blaue oder rote Nase haben, was unter Goblinoiden Männlichkeit und Macht bedeutet. Hobgoblins können so alt wie Menschen werden, doch ihre Liebe zu Krieg und Kampf bedeutet, dass nur wenige eines natürlichen Todes sterben.</p>\n<p><strong>Goblinoide.</strong> Hobgoblins gehören zu einer Kreaturenfamilie, die Goblinoide genannt wird. Oft dominieren sie dabei ihre Vettern, die kleineren Goblins und die brutalen Grottenschrate.</p>\n<p><strong>Kämpferische Macht.</strong> Ein Hobgoblin bestimmt seinen Wert entsprechend seiner körperlichen Stärke und Kampfkraft. Er begehrt nichts als die Gelegenehit, im Kampf sein Geschick und seine Schläue zu beweisen. Hobgoblins mit einem hohen militärischen Rang erlangen diese Position durch Gewalt und halten sie, indem sie ihre Autorität durch drakonische Maßnahmen verteidigen.</p>\n<p>Hobgoblins lernen den Umgang mit einer Vielzahl von Waffen und sind sehr geschickt in der Herstellung von Waffen, Rüstungen, Belagerungsgeräten und anderen militärischen Gerätschaften. Sie sind organisiert und diszipliniert und gehen sehr sorgfältig mit den Waffen und Rüstungen in ihrem Besitz um. Sie bevorzugen die kräftigen Farben, die mit ihrem Stamm verbunden werden und verzieren ihre oft komplexen Uniformen mit blutroten Paspeln und schwarz gefärbtem Leder.</p>\n<p><strong>Militärische Legionen.</strong> Hobgoblins organisieren sich in Stammesgruppen, die als Legionen bekannt sind. In ihrer kriegerischen Gesellschaft hat jeder Hobgoblin einen Rang, von den mächtigen Anführern und Recken bis zu den gewöhnlichen Fußsoldaten, sogar bis zu den Goblins, die mit dem Speer vor ihrer Front hergetrieben werden. Eine Legion wird von einem Kriegsherren angeführt, der von mehreren Hauptleuten unter seinem Befehl unterstützt wird. Ein Hobgoblin-Kriegsherr ist ein unerbittlicher Tyrann, der sich mehr für Sieg, Ruhm, Reputation und Vorherrschaft interessiert, als dafür, seine Truppen in die Schlacht zu führen.</p>\n<p>So loyal und diszipliniert Hobgoblins innerhalb ihrer eigenen Legion sind, so bekämpfen sich rivalisierende Legionen beständig, um einen Ruf und Ansehen zu erlangen. Treffen zwischen Legionen werden gewalttätig, wenn die Truppen nicht unter Kontrolle gehalten werden und nur außerordentlich mächtige Anführer können Legionen zwingen, auf dem Schlachtfeld zusammenzuarbeiten.</p>\n<p><strong>Strategische Denker.</strong> Hobgoblins haben ein gutes Verständnis für Taktik und Disziplin und können komplexe Schlachtpläne ausführen, wenn sie von einem strategisch denkenden Anführer befehligt werden. Allerdings hassen sie Elfen und greifen sie in der Schlacht vor anderen Gegnern an, selbst wenn dies einen taktischen Fehler darstellt.</p>\n<p>Legionen unterstützen ihre Reihen oft mit weniger verlässlichen und entbehrlichen Truppen, darunter Goblins, Grottenschrate, Orks, böse Menschen, Oger und Riesen.</p>\n<p><strong>Tiermeister.</strong> Hobgoblins haben schon seit langer Zeit Tiere ausgebildet, die ihnen dienen. Wie die zivilisierten Völker verwenden sie Ochsen und Pferde, um Waren und Waffen über weite Strecken zu transportieren. Sie kommunizieren über ausgebildete Raben miteinander und halten Wölfe, um Gefangene zu bewachen und Hobgoblin-Lager zu schützen. Die Hobgoblin-Kavallerie nutzt ausgebildete Worge als Reittiere, so wie Goblins Wölfe reiten. Einige Stämme halten sogar fleischfressende Affen als Kampfbestien.</p>\n<p><strong>Erobern und beherrschen.</strong> Hobgoblins beanspruchen Länder mit reichen Ressourcen, und man findet sie in Wäldern und Bergen, und überall sonst, wo sie Holz, Metall und potenzielle Sklaven finden können. Sie bauen und erobern Festungen an strategisch vorteilhaften Situationen und nutzen sie dann als Stützpunkte, um ihre Territorien zu erweitern.</p>\n<p>Hobgoblin-Kriegsherren werden des Krieges niemals müde, aber sie greifen nicht unbedacht zu den Waffen. Vor dem Angriff führen Hobgoblins gründliche Aufklärungsmissionen durch, um die Stärken und Schwächen ihrer Feine zu ermitteln. Wenn sie eine Festung angreifen, umzingeln sie sie zunächst, um Flucht- und Versorgungsrouten abzuschneiden, dann hungern sie ihre Gegner langsam aus.</p>\n<p>Hobgoblins befestigen ihre eigenen Ländereien und stärken bestehende Wehranlagen mit ihren eigenen Innovationen.</p>\n<p>Egal ob sie in Höhlenkomplexen, Gewölben, Ruinen oder Wäldern hausen, sie beschützen ihre Festungen mit Gräben, Zäunen, Toren, Wachtürmen, Grubenfallen und kruden Katapulten oder Ballisten.</p>\n<p><strong>Legion von Maglubiyet.</strong> Hobgoblins beten zu Maglubiyet, dem Mächtigen, dem großen Gott der Goblinoiden. So erschreckend diese Gestalt auch sein mag, fürchten die Hobgoblins doch nicht den Tod, da sie glauben, dass ihre Seelen, wenn sie im Kampf sterben, sich den Reihen von Maglubiyets Armee auf der Ebene Acheron anschließen.</p>\n</section>","public":""},"alignment":"rechtschaffen-böse","race":"","type":{"value":"humanoid","subtype":"Goblinoider","swarm":"","custom":""},"environment":"","cr":0.5,"spellLevel":0,"xp":{"value":10},"source":"MM S.158","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"med","di":{"value":[],"custom":""},"dr":{"value":[],"custom":""},"dv":{"value":[],"custom":""},"ci":{"value":[],"custom":""},"languages":{"value":["common","goblin"],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"token":{"name":"Hobgoblin","img":"modules/SharedData_resources/tokens/creatures/Hobgoblin.png","displayName":20,"actorLink":false,"width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"alpha":1,"vision":false,"dimSight":0,"brightSight":0,"sightAngle":0,"light":{"alpha":0.5,"angle":0,"bright":0,"coloration":1,"dim":0,"gradual":true,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false},"darkness":{"min":0,"max":1},"color":null},"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":""},"flags":{},"randomImg":false,"tint":null,"x":null,"y":null,"elevation":null},"items":[{"_id":"yx4wCtk1nfy4UPHI","name":"Schild","type":"equipment","img":"icons/equipment/shield/oval-wooden-boss-steel.webp","data":{"description":{"value":"<p>Ein Schild ist aus Holz oder Metall gefertigt und wird in einer Hand getragen. 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{"name":"Grüner Drachennestling","type":"npc","img":"modules/SharedData_resources/pictures/creatures/Gr%C3%BCner%20Drachennestling.jpg","data":{"abilities":{"str":{"value":15,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":12,"proficient":1,"bonuses":{"check":"","save":""}},"con":{"value":13,"proficient":1,"bonuses":{"check":"","save":""}},"int":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":11,"proficient":1,"bonuses":{"check":"","save":""}},"cha":{"value":13,"proficient":1,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":17,"calc":"natural","formula":""},"hp":{"value":38,"min":0,"max":38,"temp":null,"tempmax":null,"formula":"7d8+7"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":18,"swim":9,"walk":9,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":3,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"int"},"details":{"biography":{"value":"<section class=\"secret\">\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Drachen allgemein</h2>\n<p>Wahre Drachen sind geflügelte Echsen mit uraltem Stammbaum und schrecklicher Macht. Sie sind für ihre raubtierhafte Gerissenheit und Gier bekannt, wobei die ältesten Drachen zu den mächtigsten Kreaturen in der Welt gehören. Drachen sind außerdem magische Kreaturen, deren angeborene Macht ihre gefürchteten Odemwaffen und andere übernatürliche Fähigkeiten ermöglicht.</p>\n<p>Viele Kreaturen, darunter Wyverns und Drachenschildkröten, haben Drachenblut. Wahre Drachen allerdings fallen in zwei weit gefasste <strong>Kategorien von chromatischen und metallischen Drachen</strong>. Die schwarzen, blauen, grünen, roten und weißen Drachen sind selbstsüchtig, böse und werden von allen gefürchtet. Die Messing-, Bronze-, Kupfer-, Gold- und Silberdrachen sind edel, gutherzig und werden von den Weisen hochgeschätzt.</p>\n<p>Auch wenn ihre Ziele und Ideale sich stark unterscheiden, sehnen sich alle wahren Drachen nach Reichtümern. Sie horten Haufen von Münzen und sammeln Juwelen, Edelsteine und magische Gegenstände. Drachen mit einem großen Hort verlassen ihn nur ungern für eine längere Zeit und verlassen ihre Behausung nur, um zu patrouillieren und zu fressen.</p>\n<p>Wahre Drachen durchlaufen vier verschiedene Lebensphasen, von den niederen Nestlingen bis hin zu den uralten Drachen, die über tausend Jahre alt werden können. In dieser Zeit kann ihre Macht unvergleichbar werden und ihr Hort die Grenzen der Vorstellungskraft sprengen.</p>\n<h3>Drachenalter-Kategorien</h3>\n<table style=\"width:641.6px;border-top:1px solid var(--color-border-light-tertiary);border-bottom:1px solid var(--color-border-light-tertiary)\" border=\"1\">\n<tbody>\n<tr>\n<td><strong>Kategorie</strong></td>\n<td><strong>Größe</strong></td>\n<td><strong>Altersspanne</strong></td>\n</tr>\n<tr>\n<td>Nestling</td>\n<td>Mittelgroß</td>\n<td>5 Jahre oder weniger</td>\n</tr>\n<tr>\n<td>Jung</td>\n<td>Groß</td>\n<td>6-100 Jahre</td>\n</tr>\n<tr>\n<td>Ausgewachsen</td>\n<td>Riesig</td>\n<td>101-800 Jahre</td>\n</tr>\n<tr>\n<td>Uralt</td>\n<td>Gigantisch</td>\n<td>801 Jahre und mehr</td>\n</tr>\n</tbody>\n</table>\n<p> </p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Chromatische Drachen</h2>\n<p>Die schwarzen, blauen, grünen, roten und weißen Drachen verkörpern die böse Seite der Drachenheit. Chromatische Drachen sind aggressiv, gefräßig und eitel. Sie sind dunkle Gelehrte und mächtige Tyrannen, die von allen Kreaturen gefürchtet werden - auch voneinander.</p>\n<p><strong>Getrieben von Gier.</strong> Chromatische Drachen gieren nach Schätzen, und diese Gier beeinflusst all ihre Pläne. Sie glauben, dass der Wohlstand der Welt rechtmäßig ihnen gehört, und chromatische Drachen reißen diesen Wohlstand an sich, ohne sich um die Humanoiden und andere Kreaturen zu scheren, die ihn \"gestohlen\" haben. Mit einem Haufen aus Münzen, funkelnden Juwelen und magischen Gegenständen ist der Hort eines Drachen wirklich der Stoff, aus dem Legenden gemacht sind. Allerdings haben chromatische Drachen kein Interesse daran, mit ihren Schätzen zu handeln; sie häufen die Schätze nur an, um sie zu besitzen.</p>\n<p><strong>Kreaturen aus purem Ego.</strong> Chromatische Drachen werden von ihrem Überlegenheitsgefühl vereint, da sie glauben, dass sie selbst die mächtigsten und würdigsten aller sterblichen Kreaturen sind. Wenn sie mit anderen Kreaturen interagieren, dann nur, um ihre eigenen Interessen voranzubringen. Sie glauben an ihr angeborenes Recht zu herrschen, und dieser Glaube ist der Mittelpunkt der Persönlichkeit und Weltsicht eines jeden chromatischen Drachen. Zu versuchen, einen chromatischen Drachen Demut zu lehren, ist, als würde man den Wind überzeugen wollen, nicht mehr zu wehen. Für diese Kreaturen sind Humanoide nur Tiere, die als Beute oder Lasttiere dienen können, und verdienen keinerlei Respekt.</p>\n<p><strong>Gefährliche Behausungen.</strong> Die Behausung eines Drachen ist der Sitz seiner Macht und ein Tresor für seine Schätze. Aufgrund seiner angeborenen Zähigkeit und Toleranz für schwerwiegende Umgebungseffekte wählt ein Drache Behausungen nicht nach dem Aspekt aus, dass sie ihm als Zuflucht dienen, sondern danach, dass er sie gut verteidigen kann. Er zieht ein Heim mit mehreren Eingängen und Ausgängen vor, in dem sein Schatz in Sicherheit ist.</p>\n<p>Die meisten chromatischen Drachen verbergen sich an gefährlichen abgelegenen Orten, damit nur die waghalsigsten Sterblichen es wagen, zu ihnen zu gelangen. Ein schwarzer Drache könnte inmitten eines gewaltigen Sumpfes hausen, während ein roter Drache den Krater eines aktiven Vulkans für sich beanspruchen könnte. Neben des natürlichen Schutzes ihrer Behausungen verwenden mächtige chromatische Drachen magische Wächter, Fallen und gehorsame Kreaturen, um ihre Schätze zu bewachen.</p>\n<p><strong>Königin der Bösen Drachen.</strong> Tiamat, die Drachenkönigin, ist die Hauptgottheit der bösen Drachen. Sie haust auf Avernus, der ersten Schicht der Neun Höllen. Als niedere Göttin hat Tiamat die Macht, ihren Anhängern Zauber zu gewähren, doch teilt sie nur ungern ihre Macht. Sie verkörpert die Habgier der bösen Drachen und glaubt, dass das Multiversum und all seine Schätze eines Tages ihr und ihr allein gehören werden.</p>\n<p>Tiamat ist ein gigantischer Drache, deren fünf Köpfe die Gestalten der chromatischen Drachen reflektieren, die sie verehren - schwarz, blau, grün, rot und weiß. Sie ist ein Schrecken auf dem Schlachtfeld und kann ganze Armeen mit ihren fünf Odemwaffen, ihren mächtigen Zaubern und ihren furchterregenden Klauen auslöschen.</p>\n<p>Tiamats verhasster Feind ist Bahamut, der Platindrache, mit dem sie die Kontrolle über den Glauben der Drachenheit teilt. Sie empfindet auch eine besondere Feindschaft für Asmodeus, der ihr vor langer Zeit die Herrschaft über Avernus entrissen hat und die Macht der Drachenkönigin noch weiter beschneidet.</p>\n<p> </p>\n<h2 style=\"border-bottom:1px solid var(--color-underline-header)\">Grüne Drachen</h2>\n<p>Grüne Drachen sind die verschlagensten und tückischsten der wahren Drachen. Sie nutze Irreführung und List, um die Oberhand gegen ihre Feinde zu erlangen. Sie sind übellaunig und durchweg böse und erfreuen sich besonders daran, die Gutherzigen zu unterwandern und zu korrumpieren. In den uralten Wäldern, durch die sie streifen, zeigen grüne Drachen eine Aggressivität, die sich oft weniger um ihr Territorium dreht als darum, mit so wenig Mühe wie möglich Macht und Einfluss zu erlangen.</p>\n<p>Man erkennt einen grünen Drachen an der geschwungenen Kieferpartie und dem Kamm, der in der Nähe seiner Augen beginn und das Rückgrat entlang läuft, wobei er kurz hinter dem Schädel deinen höchsten Punkt erreicht. Ein grüner Drache hat keine äußeren Ohren, aber ledrige, stachelige Platten, die die Seite seines Halses entlang laufen.</p>\n<p>Die dünnen Schuppen eines grünen Drachennestlings sind so dunkelgrün, dass sie fast schwarz erscheinen. Wenn ein grüner Drache altert, werden seine Schuppen größer und heller und nehmen Schattierungen von Waldgrün, Smaragdgrün und Olivgrün an, damit er in bewaldeten Umgebungen besser untertauchen kann. Seine Schwingen haben ein geflecktes Muster. Sie werden an den Rändern dunkler und an den Hinterkanten heller.</p>\n<p>Die Beine eines grünen Drachen sind im Verhältnis zu seinem Körper länger als die von anderen Drachen, sodass sie beim Laufen ohne Schwierigkeiten durch Unterholz und Geröll laufen können. Mit seinem gleichermaßen langen Hals kann ein älterer grüner Drache über die Baumwipfel blicken, ohne sich auf die Hinterbeine zu stellen.</p>\n<p><strong>Launische Jäger.</strong> Ein grüner Drache jagt, indem er sein bewaldetes Territorium aus der Luft und am Boden patrouilliert. Er frisst jede Kreatur, die er sehen kann, und verspeist Büsche und kleinere Bäume, wenn er hungrig genug ist. Seine liebste Beute sind Elfen.</p>\n<p>Grüne Drachen sind geschickte Lügner und Meister der zweideutigen Reden. Sie ziehen es vor, schwächere Kreaturen einzuschüchtern, aber greifen zu subtileren Formen der Beeinflussung, wenn sie es mit anderen Drachen zu tun haben. Ein grüner Drache greift Tiere und Monster an, ohne provoziert worden zu sein, besonders, wenn er mit potenziellen Bedrohungen für sein Revier zu tun hat. Wenn grüne Drachen es mit denkenden Kreaturen zu tun haben, zeigt sich eine Machtgier, die ihrer drakonischen Begierde nach Schätzen gleichkommt, und sie sind immer auf der Suche nach Kreaturen, die ihnen helfen können, ihren Ehrgeiz voranzubringen.</p>\n<p>Ein grüner Drache verfolgt seine Beute, während er seinen Angriff plant. Manchmal beschattet er die Kreaturen tagelang. Wenn das Ziel schwach ist, dann genießt der Drache den Schrecken, den sein Auftauchen auslöst, ehe er angreift. Er tötet niemals all seine Feinde und zieht es vor, Einschüchterung zu nutzen, um die Kontrolle über die Überlebenden zu erhalten. Er bringt dann alles über die Aktivitäten anderer Kreaturen in der Umgebung seines Reviers in Erfahrung, und alles über die Schätze, die in der Nähe zu finden sind. Manchmal lassen grüne Drachen Gefangene frei, wenn sie ein Lösegeld verlangen können. Ansonsten muss eine Kreatur dem Drachen jeden Tag seinen Wert beweisen, wenn sie nicht sterben möchte.</p>\n<p><strong>Manipulative Ränkeschmiede.</strong> Grüne Drachen sind verschlagene und subtile Kreaturen und unterwerfen andere ihrem Willen, indem sie ihre tiefsten Begierden ausnutzen. Alle Kreaturen, die närrisch genug sind, den Versuch zu unternehmen, einen grünen Drachen zu unterwerfen, müssen irgendwann feststellen, dass die Kreatur nur zu dienen vorgibt, während sie ihren Gebieter abschätzt.</p>\n<p>Wenn grüne Drachen andere Kreaturen beeinflussen, sind sie redegewandt, schmeichlerisch und kultiviert. Unter ihresgleichen sind sie laut, ungehobelt und grobschlächtig, besonders, wenn sie es mit Drachen des gleichen Alters oder Ansehen zu tun haben.</p>\n<p><strong>Konflikt und Korruption.</strong> Grüne Drachen geraten manchmal mit anderen Drachen wegen territorialer Fragen aneinander, wenn in ihrem Gebiet ein Wald in eine andere Art von Gelände übergeht. Grüne Drachen geben normalerweise vor, nachzugeben, nur um zu warten und zu beobachten - manchmal jahrzehntelang - bis sie die Gelegenheit erhalten, den anderen Drachen zu erschlagen und dann seine Behausung und seinen Hort zu beanspruchen.</p>\n<p>Grüne Drachen akzeptieren die Dienste von denkenden Kreaturen wie Goblinoiden, Atterkopps, Ettins, Kobolden, Orks und Yuan-Ti. Sie ergötzen sich auch daran, Elfen zu korrumpieren und ihrem Willen zu unterwerfen. Grüne Drachen erfüllen ihre Schergen manchmal so mit Furcht, dass sie fast wahnsinnig werden. Der Nebel, der sich durch ihre Wälder ausbreitet, spiegelt die gequälten Tränen dieser Diener wider.</p>\n<p><strong>Lebende Schätze.</strong> Die Lieblingsschätze eines grünen Drachen sind die denkenden Kreaturen, die er seinem Willen unterwirft, darunter auch einflussreiche Gestalten wie beliebte Helden, bekannte Gelehrte und berümte Barden. Als materielle Schätze mögen grüne Drachen Smaragde, Holzschnitzereien, Musikinstrumente und Skulpturen ihrer humanoiden Untergebenen.</p>\n<p> </p>\n<h2>Die Behausung eines Grünen Drachen</h2>\n<p>Die grünen Drachen lieben Wälder und messen sich manchmal mit schwarzen Drachen in sumpfigen Wäldern und weißen Drachen in der subarktischen Taiga um ihre Reviere. Allerdings ist ein Wald, der von einem grünen Drachen kontrolliert wird, leicht zu erkennen. Ein beständiger Nebel hängt im Wald eines legendären grünen Drachens in der Luft. Der Nebel hat den beißenden Geruch des giftigem Atems der Kreatur. Die moosbedeckten Bäume wachsen nahe zusammen, außer, wo verschlungene Pfade sich wie ein Irrgarten ins Herz des Waldes ausbreiten. Das Licht, das den Waldboden erreicht, hat eine smaragdgrüne Färbung, und alle Geräusche scheinen dedämpft zu sein.</p>\n<p>In der Mitte des Waldes wählt ein grüner Drache eine Höhle in einer schroffen Klippe oder an einem Hügel als Behausung. Sie ziehen es vor, wenn der Eingang von neugierigen Augen verborgen ist. Einige suchen Höhlenöffnungen, die hinter Wasserfällen verborgen sind oder zum Teil versuckene Kavernen, die durch Seen oder Flüsse erreicht werden können. Andere verbergen den Eingang in ihre Behausung mit Pflanzen.</p>\n<p> </p>\n<h3>Hortaktionen</h3>\n<p>Bei Initiative 20 (er verliert jeden Initiative-Gleichstand) führt der Drache eine Hortaktion aus, um einen der folgenden Effekte zu erziehlen; der Drache kann den gleichen Effekt nicht zweimal hintereinander nutzen:</p>\n<ul>\n<li>Schlingenranken und Lianen wuchern in einem Radius von 6m, zentriert um einen Punkt auf dem Boden innerhalb von 36m, die der Drache sehen kann. Der Bereich wir schwieriges Gelände, und alle Kreaturen dort müssen einen Stärkerettungswurf gegen SG 15 ablegen, um nicht von den Wurzeln und Ranken @Compendium[SharedData_global.Regelwerk.sCBBBqh7TG7wV4QJ]{festgesetzt} zu werden. Kreaturen können befreit werden, wenn sie oder eine andere Kreatur eine Aktion durchführen, um einen Stärkewurf gegen SG 15 abzulegen. Die Wurzeln und Ranken verdorren, wenn der Drache diese Hortaktion noch einmal verwendet oder wenn der Drache stirbt.</li>\n<li>Eine Mauer aus verworrenem Gebüsch, das von zahlreichen Dornen bedeckt ist, wächst auf einer festen Oberfläche innerhalb von 36m um den Drachen. Die Mauer ist bis zu 18m lang, 3m hoch und 1,5m dick und blockiert Sichtlinien. Wenn die Mauer erscheint, müssen alle Kreaturen in ihrem Bereich einen Geschicklichkeitsrettungswurf gegen SG 15 ablegen. Eine Kreatur, die den Rettungswurf nicht schafft, erleidet 18 ([[/r 4d8]]) Stichschaden und wird 1,5m aus dem Bereich der Mauer geschoben. Sie endet auf der Seite der Mauer, die sie möchte. Kreaturen können sich durch die Mauer bewegen, auch wenn es langsam und scherzhaft ist. Für jede 30cm, die sich eine Kreatur durch die Mauer bewegt, muss sie 1,20m Bewegung aufwenden. Außerdem müssen alle Kreaturen im Bereich der Mauer einmal pro Runde, die sie in Kontakt mit der Mauer sind, einen Geschicklichkeitsrettungswurf gegen SG 15 ablegen. Bei einem misslungenem Rettungswurf erleiden sie 18 ([[/r 4d8]]) Stichschaden, halb so viel Schaden bei einem erfolgreichen Rettungswurf. Jeder Mauerabschnitt von 3m hat RK 5, 15 Trefferpunkte, Empfindlichkeit gegen Feuer, Resistenz gegen Wucht- und Stichschaden und Immunität gegen psychischen Schaden. Die Mauer sinkt in den Boden zurück, wenn der Drache diese hortaktion noch einmal verwendet oder wenn der Drache stirbt.</li>\n<li>Magischer Nebel wabert um eine Kreatur innerhalb von 36m, die der Drache sehen kann. Die Kreatur muss einen Weisheitsrettungswurf gegen SG 15 ablegen, um nicht bis Initiative 20 der nächsten Runde vom grünen Drachen @Compendium[SharedData_global.Regelwerk.ME38RjtkALVcwxtU]{bezaubert} zu werden.</li>\n</ul>\n<p> </p>\n<h3>Regionale Effekte</h3>\n<p>Die Region, in der sich die Behausung eines legendären grünen Drachen befindet, wird von der Magie des Drachen verzerrt, was einen oder mehrere der folgenden Effekt auslöst:</p>\n<ul>\n<li>Dickichte formen labyrinthartige Durchgänge im Umkreis von 1,5km um die Behausung der Drachen. Die Dickichte sind 3m hohe, 3m dicke Mauern, die die Sichtlinie blockieren. Kreaturen können sich durch die Dickichte bewegen, wobei jeweils 30cm Bewegung der Kreatur 1,20m Bewegungsrate kosten. Kreaturen im Dickicht müssen einmal pro Runde in Kontakt mit dem Dickicht einen Geschicklichkeitsrettungswurf gegen SG 15 ablegen, um nicht durch die Dornen 3 ([[/r 1d6]]) Stichschaden zu erleiden.</li>\n<li>Jeder Würfel von 3m Kantenlänge des Dickichts hat RK 5, 30 Trefferkunkte, Resistenz gegen Wucht- und Stichschaden, Empfindlichkeit gegen Feuer sowie Immunität gegen psychischen Schaden und Schallschaden.</li>\n<li>Innerhalb von 1,5km um die Behausung hinterlässt der Drache keine physischen Spuren seiner Anwesenheit, wenn er es nicht möchte. Seine Fährte zu verfolgen ist nur mit magischen Mitteln möglich. Außerdem ignoriert der Drache Bewegungseinschränkungen und Schaden durch Pflanzen in diesem Bereich, wenn diese Effekte weder magisch noch Kreaturen sind. Dazu gehören auch die oben beschriebenen Dickichte. 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Alle Kreaturen in der Linie m&uuml;ssen einen Geschicklichkeitsrettungswurf gegen SG11 ablegen. 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Sie sind für ihre raubtierhafte Gerissenheit und Gier bekannt, wobei die ältesten Drachen zu den mächtigsten Kreaturen in der Welt gehören. Drachen sind außerdem magische Kreaturen, deren angeborene Macht ihre gefürchteten Odemwaffen und andere übernatürliche Fähigkeiten ermöglicht.</p>\n<p>Viele Kreaturen, darunter Wyverns und Drachenschildkröten, haben Drachenblut. Wahre Drachen allerdings fallen in zwei weit gefasste <strong>Kategorien von chromatischen und metallischen Drachen</strong>. Die schwarzen, blauen, grünen, roten und weißen Drachen sind selbstsüchtig, böse und werden von allen gefürchtet. Die Messing-, Bronze-, Kupfer-, Gold- und Silberdrachen sind edel, gutherzig und werden von den Weisen hochgeschätzt.</p>\n<p>Auch wenn ihre Ziele und Ideale sich stark unterscheiden, sehnen sich alle wahren Drachen nach Reichtümern. Sie horten Haufen von Münzen und sammeln Juwelen, Edelsteine und magische Gegenstände. Drachen mit einem großen Hort verlassen ihn nur ungern für eine längere Zeit und verlassen ihre Behausung nur, um zu patrouillieren und zu fressen.</p>\n<p>Wahre Drachen durchlaufen vier verschiedene Lebensphasen, von den niederen Nestlingen bis hin zu den uralten Drachen, die über tausend Jahre alt werden können. In dieser Zeit kann ihre Macht unvergleichbar werden und ihr Hort die Grenzen der Vorstellungskraft sprengen.</p>\n<h3>Drachenalter-Kategorien</h3>\n<table border=\"1\">\n<tbody>\n<tr>\n<td><strong>Kategorie</strong></td>\n<td><strong>Größe</strong></td>\n<td><strong>Altersspanne</strong></td>\n</tr>\n<tr>\n<td>Nestling</td>\n<td>Mittelgroß</td>\n<td>5 Jahre oder weniger</td>\n</tr>\n<tr>\n<td>Jung</td>\n<td>Groß</td>\n<td>6-100 Jahre</td>\n</tr>\n<tr>\n<td>Ausgewachsen</td>\n<td>Riesig</td>\n<td>101-800 Jahre</td>\n</tr>\n<tr>\n<td>Uralt</td>\n<td>Gigantisch</td>\n<td>801 Jahre und mehr</td>\n</tr>\n</tbody>\n</table>\n<p> </p>\n<h2>Chromatische Drachen</h2>\n<p>Die schwarzen, blauen, grünen, roten und weißen Drachen verkörpern die böse Seite der Drachenheit. Chromatische Drachen sind aggressiv, gefräßig und eitel. Sie sind dunkle Gelehrte und mächtige Tyrannen, die von allen Kreaturen gefürchtet werden - auch voneinander.</p>\n<p><strong>Getrieben von Gier.</strong> Chromatische Drachen gieren nach Schätzen, und diese Gier beeinflusst all ihre Pläne. Sie glauben, dass der Wohlstand der Welt rechtmäßig ihnen gehört, und chromatische Drachen reißen diesen Wohlstand an sich, ohne sich um die Humanoiden und andere Kreaturen zu scheren, die ihn \"gestohlen\" haben. Mit einem Haufen aus Münzen, funkelnden Juwelen und magischen Gegenständen ist der Hort eines Drachen wirklich der Stoff, aus dem Legenden gemacht sind. Allerdings haben chromatische Drachen kein Interesse daran, mit ihren Schätzen zu handeln; sie häufen die Schätze nur an, um sie zu besitzen.</p>\n<p><strong>Kreaturen aus purem Ego.</strong> Chromatische Drachen werden von ihrem Überlegenheitsgefühl vereint, da sie glauben, dass sie selbst die mächtigsten und würdigsten aller sterblichen Kreaturen sind. Wenn sie mit anderen Kreaturen interagieren, dann nur, um ihre eigenen Interessen voranzubringen. Sie glauben an ihr angeborenes Recht zu herrschen, und dieser Glaube ist der Mittelpunkt der Persönlichkeit und Weltsicht eines jeden chromatischen Drachen. Zu versuchen, einen chromatischen Drachen Demut zu lehren, ist, als würde man den Wind überzeugen wollen, nicht mehr zu wehen. Für diese Kreaturen sind Humanoide nur Tiere, die als Beute oder Lasttiere dienen können, und verdienen keinerlei Respekt.</p>\n<p><strong>Gefährliche Behausungen.</strong> Die Behausung eines Drachen ist der Sitz seiner Macht und ein Tresor für seine Schätze. Aufgrund seiner angeborenen Zähigkeit und Toleranz für schwerwiegende Umgebungseffekte wählt ein Drache Behausungen nicht nach dem Aspekt aus, dass sie ihm als Zuflucht dienen, sondern danach, dass er sie gut verteidigen kann. Er zieht ein Heim mit mehreren Eingängen und Ausgängen vor, in dem sein Schatz in Sicherheit ist.</p>\n<p>Die meisten chromatischen Drachen verbergen sich an gefährlichen abgelegenen Orten, damit nur die waghalsigsten Sterblichen es wagen, zu ihnen zu gelangen. Ein schwarzer Drache könnte inmitten eines gewaltigen Sumpfes hausen, während ein roter Drache den Krater eines aktiven Vulkans für sich beanspruchen könnte. Neben des natürlichen Schutzes ihrer Behausungen verwenden mächtige chromatische Drachen magische Wächter, Fallen und gehorsame Kreaturen, um ihre Schätze zu bewachen.</p>\n<p><strong>Königin der Bösen Drachen.</strong> Tiamat, die Drachenkönigin, ist die Hauptgottheit der bösen Drachen. Sie haust auf Avernus, der ersten Schicht der Neun Höllen. Als niedere Göttin hat Tiamat die Macht, ihren Anhängern Zauber zu gewähren, doch teilt sie nur ungern ihre Macht. Sie verkörpert die Habgier der bösen Drachen und glaubt, dass das Multiversum und all seine Schätze eines Tages ihr und ihr allein gehören werden.</p>\n<p>Tiamat ist ein gigantischer Drache, deren fünf Köpfe die Gestalten der chromatischen Drachen reflektieren, die sie verehren - schwarz, blau, grün, rot und weiß. Sie ist ein Schrecken auf dem Schlachtfeld und kann ganze Armeen mit ihren fünf Odemwaffen, ihren mächtigen Zaubern und ihren furchterregenden Klauen auslöschen.</p>\n<p>Tiamats verhasster Feind ist Bahamut, der Platindrache, mit dem sie die Kontrolle über den Glauben der Drachenheit teilt. Sie empfindet auch eine besondere Feindschaft für Asmodeus, der ihr vor langer Zeit die Herrschaft über Avernus entrissen hat und die Macht der Drachenkönigin noch weiter beschneidet.</p>\n<p> </p>\n<h2>Schwarzer Drache</h2>\n<p>Schwarze Drachen sind die bösesten und verderbtesten der chromatischen Drachen. Sie sammeln die Überreste und Schätze gefallener Völker. Diese Drachen hassen es, wenn sie mitansehen müssen, wie es den Schwachen gut geht und sie ergötzen sich am Zusammenbruch von humanoiden Königreichen. Sie lassen sich in den stinkenden Sümpfen und verfallenen Ruinen nieder, wo einst Königreiche standen. Mit seinen tief in den Höhlen liegenden Augen und breiten Nasenöffnungen erinnern das Gesicht eines schwarzen Drachen an einen Schädel. Seine gekrümmten, segmentierten Hörner sind an der Basis knochenfarben und werden dunkler, bis sie an der Spitze kohlrabenschwarz sind. Wenn ein schwarzer Drache altert, verfällt das Fleisch um seine Hörner und Wangenknochen, als würde es von Säure zerfressen werden. Es bleiben nur dünne Schichten aus Haut, die sein skelettartiges Äußeres nur noch verstärken. Der Kopf eines schwarzen Drachen ist von Staffeln und Hörnern gekrönt. Seine Zunge ist flach und hat eine gespaltene Spitze, und der Schleim tropft, dessen säurehaltiger Geruch den Gestank des Drachens nach verfaulten Pflanzen und verdorbenem Wasser nur noch verstärkt.</p>\n<p>Wenn ein schwarzer Drache schlüpft, glänzend schwarze Schuppen. Im Alter werden die Schuppen dicker und matter, sodass er sich in den Sümpfen und zerstörten Ruinen verbergen kann, die er Heimat nennt.</p>\n<p><strong>Brutal und grausam.</strong> Alle chromatischen Drachen sind böse, doch schwarze Drachen zeichnen sich durch ihr sadistisches Wesen aus. Ein schwarzer Drache lebt, um seine Beute um Gnade betteln zu hören, und wird seinen Feinen oft die Illusion der Ruhe und des Entkommens geben, ehe er ihnen den Rest gibt.</p>\n<p>Ein schwarzer Drache greift zuerst die schwächsten Gegner an, um einen schnellen und brutalen Sieg zu garantieren, was sein Ego stärkt und die verbleibenden Feinde einschüchtern. Wenn ein schwarzer Drache kurz vor der Niederlage steht, wird er alles tun, um sich zu retten, doch wird er eher sterben, ehe er einer anderen Kreatur erlaubt, sich zu seinem Meister zu machen.</p>\n<p><strong>Feinde und Diener.</strong> Schwarze Drachen hassen und fürchten andere Drachen. Sie spionieren ihre Drachenrivalen aus der Entfernung aus und suchen nach Gelegenheiten, schwächere Drachen zu erschlagen und stärkeren aus dem Weg zu gehen. Wenn ein stärkerer Drache einen schwarzen Drachen bedroht, dann verlässt er seine Behausung und sucht sich ein neues Revier.</p>\n<p>Böse Echsenmenschen verehren und dienen schwarzen Drachen. Sie plündern Siedlungen von Humanoiden, um Schätze und Nahrung zu finden, die sie als Tribut überreichen, und sie bauen grobschlächtige Götzenbilder von Drachen an den Grenzen der Domäne ihres Drachenmeisters.</p>\n<p>Der böse Einfluss eines schwarzen Drachens könnte auch durch spontanen Entstehung eines bösen Modernden Schlurfern führen, die gute Kreaturen, die sich der Behausung des Drachens nähern, aufsuchen und töten.</p>\n<p>Kobolde suchen die Behausung vieler schwarzen Drachen wie Ungeziefer heim. Sie werden so grausam wie ihre dunklen Meister, und oft foltern und schwächen sie Gefangene mit Tausendfüßlergift und Skorpionstichen, ehe sie sie dem Drachen überbringen, der seinen Hunger an ihnen stillen kann.</p>\n<p><strong>Reichtum der Uralten.</strong> Schwarze Drachen sammeln Schätze und magische Gegenstände von gefallenen Imperien und eroberten Königreichen an, um sich an ihre eigene Größe zu erinnern. Je mehr Zivilisationen ein Drache überdauert, umso berechtigt da fühlt er sich, den Wohlstand dieser Zivilisationen für sich zu beanspruchen.</p>\n<p> </p>\n<h2>Die Behausung eines schwarzen Drachen</h2>\n<p>Schwarze Drachen leben in Sümpfen an den Rändern der Zivilisation. Die Behausung eines schwarzen Drachen ist eine elende Höhle, Grotte oder Ruine, die meistens zum Teil überflutet ist, sodass es Tümpel gibt, in denen der Drache ruht und wo seine Opfer fermentieren können. Die Behausung ist mit säuredurchlöcherten Knochen früherer Opfer und den von Fliegen bedeckten Kadavern frischer Beute übersät, und die bröckelnde Statuen wachen. Tausendfüßler, Skorpione und Schlangen suchen die Behausung heim, und sie ist stets vom Gestank des Todes und der Verwesung erfüllt.</p>\n<p> </p>\n<h3>Hortaktionen</h3>\n<p>Bei Initiative 20 (er verliert jeden Initiative-Gleichstand) führt der Drache ein Hortaktion aus, um einen der folgenden Effekte zu erzielen; der Drache kann den gleichen Effekt nicht zweimal hintereinander nutzen:</p>\n<ul>\n<li>Alle Wasseroberflächen innerhalb von 36m um den Drachen, die er sehen kann, branden in einer zupackenden Flut nach draußen. Alle Kreaturen auf dem Boden innerhalb von 6m um eine solche Wasserfläche müssen einen Stärkerettungswurf gegen SG 15 schaffen, um nicht bis 6m in Richtung des Wassers gezogen zu werden und den Zustand @Compendium[SharedData_global.Regelwerk.fmJg8SfAiCEnFWB3]{liegend} zu erleiden.</li>\n<li>Eine Wolke schwärmender Insekten füllt eine Sphäre mit einem Radius von 6m, zentriert um einen Punkt nach Wahl des Drachen innerhalb von 36m um ihn. Die Wolke breitet sich um Ecken aus und bleibt, bis der Drache sie als Aktion fortschickt, diese Hortaktion noch einmal verwendet oder stirbt. Die Wolke ist leicht verschleiert. Alle Kreaturen, die sich in der Wolke befinden, wenn sie erscheint, müssen einen Konstitutionsrettungswurf gegen SG 15 ablegen. Bei einem misslungenen Rettungswurf erleidet sie [[/r 3d6]] Stichschaden, halb so viel Schaden bei einem erfolgreichen Rettungswurf. Eine Kreatur, die ihren Zug in der Wolke beendet, erleidet [[/r 3d6]] Stichschaden.</li>\n<li>Magische Dunkelheit breitet sich um einen Punkt nach Wahl des Drachens innerhalb von 18m um ihn aus. Sie füllt eine Sphäre mit 4,5m Radius, bis der Drache sie als Aktion aufhebt, diese Hortaktion noch einmal verwendet oder stirbt. Die Dunkelheit breitet sich um Ecken aus. Kreaturen mit Dunkelsicht können durch diese Dunkelheit nicht sehen, und nicht-magisches Licht kann sie nicht erhellen. Wenn sich die Dunkelheit mit einem Bereich aus Licht überschneidet, der mit einem Zauber des 2.Grades oder darunter erschaffen wird, wird der Zauber, der Licht erschaffen hat, benannt.</li>\n</ul>\n<p> </p>\n<h3>Regionale Effekte</h3>\n<p>Die Region, in der sich die Behausung eines legendären schwarzen Drachen befindet, wird von der Magie des Drachen verzehrrt, was einen oder mehrere der folgenden Effekte auslöst.</p>\n<ul>\n<li>Das Reisen im Land im Umkreis von 9m um die Behausung dauert doppelt so lange wie normal, da die Pflanzen dick und verwachsen wuchern und die Sümpfe mit stinkendem Schlamm gefüllt sind.</li>\n<li>Wasserquellen innerhalb von 1,5km um die Behausung sind auf magische Weise verdorben. 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Treffer: <strong>Die Kreatur wird @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.dCGsO43tT4BQUZvW]{gepackt} (SG zum Entkommen 13).</strong></p><p>Bis der Haltegriff endet, ist das Ziel @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.wZBY81wkxYT2l1tv]{festgesetzt}, @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.eY1WD1VlpacJyXZs]{blind} und in Gefahr zu @UUID[Compendium.SharedData_global.Regelwerk.iHx0fSr83Wsshzyr.JournalEntryPage.aoX8x0XeipvL3Qky]{ersticken}, und der Teppich kann kein weiteres Ziel umschlingen. Außerdem erleidet das Ziel zu Beginn eines jeden seiner Züge <strong>10 ([[/r 2d6 + 3]]) Wuchtschaden</strong>.</p></section><p>Bei einem Treffer wird das Ziel vom Teppich gepackt.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":1.5,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":"","recovery":""},"consume":{"type":"","target":"","amount":null},"ability":"str","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":null,"modifiedTime":1665773566757,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}],"effects":[],"folder":null,"sort":0,"flags":{"tidy5e-sheet":{"traitsExpanded":true},"core":{"sourceId":"Actor.UpRC7V8pzv2OMJCT"}},"_id":"qOhwWekMpGv6Bbbe","system":{"abilities":{"str":{"value":17,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":1,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":3,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":1,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":33,"min":0,"max":33,"temp":null,"tempmax":null,"formula":"6d10"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":6,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":0,"blindsight":0,"tremorsense":0,"truesight":0,"units":"m","special":"Blindsicht 18m (über diesen Radius hinaus blind)"},"spellcasting":"int"},"details":{"biography":{"value":"<section class=\"secret\">\n<p>Belebte Gegenstände werden mit mächtiger Magie erschaffen, damit sie den Befehlen ihres Erschaffers folgen können. Wenn sie keine Befehle erhalten, folgen sie dem letzten, den sie erhalten haben, nach besten Möglichkeiten, und können selbstständig agieren, um einfache Anweisungen zu erfüllen. Einige belebte Gegenstände (darunter viele, die im Feywild erschaffen wurden) können sich fließend unterhalten oder sich eine Persönlichkeit zulegen, die meistens einfach sind, aber einfache Automaten.</p>\n<p><strong>Konstruktnatur.</strong> Ein belebter Gegenstand braucht weder Nahrung noch Wasser oder Schlaf.</p>\n<p>Die Magie, die einen Gegenstand belebt, wird gebannt, wenn das Konstrukt auf 0 Trefferpunkte fällt. Ein belebter Gegenstand, der auf 0 Trefferpunkte fällt, wird unbelebt und ist zu schwer beschädigt, um noch von großen Nutzen zu sein.</p>\n<p> </p>\n<h2>Teppich des Erstickens</h2>\n<p>Möchtegern-Diebe und arglose Helden treffen an der Schwelle des Reiches eines Feindes ein, halten die Augen und Ohren nach Fallen offen, doch ihre Queste endet vorzeitig, wenn der Teppich unter ihren Füßen zum Leben erwacht und sie zu Tode würgt.</p>\n<p>Ein Teppich des Erstickens kann in vielen verschiedenen Gestalten erschaffen werden, von einem fein gewebten Läufer einer Königin bis zur rauen Matte in der Hütte eines Bauern. Kreaturen mit der Fähigkeit, Magie wahrzunehmen, können die falsche magische Aura des Teppichs erkennen.</p>\n<p>In einigen Fällen wird ein Teppich des Erstickens als fliegender Teppich oder anderer wohlwollender magischer Gegenstand getarnt. Ein Charakter allerdings, der sich auf den Teppich stellt oder setzt oder der versucht, ein Kommandowort auszusprechen, wird schnell gefangen, wenn sich der Teppich eng um das Opfer aufrollt.</p>\n</section>","public":""},"alignment":"gesinnungslos","race":"","type":{"value":"construct","subtype":"","swarm":"","custom":""},"environment":"","cr":2,"spellLevel":0,"xp":{"value":10},"source":"MM S.23","gender":"","age":"","height":"","weight":"","eyes":"","skin":"","hair":"","notes1name":"","notes2name":"","notes3name":"","notes4name":""},"traits":{"size":"lg","di":{"value":["poison","psychic"],"bypasses":[],"custom":""},"dr":{"value":[],"bypasses":[],"custom":""},"dv":{"value":[],"bypasses":[],"custom":""},"ci":{"value":["charmed","blinded","paralyzed","deafened","frightened","poisoned","petrified"],"custom":""},"languages":{"value":[],"custom":""}},"currency":{"pp":0,"gp":0,"ep":0,"sp":0,"cp":0},"skills":{"acr":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ani":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"arc":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ath":{"value":0,"ability":"str","bonuses":{"check":"","passive":""}},"dec":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"his":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"ins":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"itm":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"inv":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"med":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"nat":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"prc":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}},"prf":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"per":{"value":0,"ability":"cha","bonuses":{"check":"","passive":""}},"rel":{"value":0,"ability":"int","bonuses":{"check":"","passive":""}},"slt":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"ste":{"value":0,"ability":"dex","bonuses":{"check":"","passive":""}},"sur":{"value":0,"ability":"wis","bonuses":{"check":"","passive":""}}},"spells":{"spell1":{"value":0,"override":null},"spell2":{"value":0,"override":null},"spell3":{"value":0,"override":null},"spell4":{"value":0,"override":null},"spell5":{"value":0,"override":null},"spell6":{"value":0,"override":null},"spell7":{"value":0,"override":null},"spell8":{"value":0,"override":null},"spell9":{"value":0,"override":null},"pact":{"value":0,"override":null}},"bonuses":{"mwak":{"attack":"","damage":""},"rwak":{"attack":"","damage":""},"msak":{"attack":"","damage":""},"rsak":{"attack":"","damage":""},"abilities":{"check":"","save":"","skill":""},"spell":{"dc":""}},"resources":{"legact":{"value":0,"max":0},"legres":{"value":0,"max":0},"lair":{"value":false,"initiative":0}}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"prototypeToken":{"name":"Teppich des Erstickens","displayName":30,"actorLink":false,"width":2,"height":2,"lockRotation":false,"rotation":0,"alpha":1,"light":{"alpha":0.5,"angle":360,"bright":0,"coloration":1,"dim":0,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"animation":{"speed":5,"intensity":5,"reverse":false,"type":null},"darkness":{"min":0,"max":1},"color":null,"attenuation":0.5},"disposition":-1,"displayBars":30,"bar1":{"attribute":"attributes.hp"},"bar2":{"attribute":null},"flags":{},"randomImg":false,"texture":{"src":"modules/SharedData_resources/tokens/creatures/Teppich%20des%20Erstickens.png","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.3","coreVersion":"10.288","createdTime":null,"modifiedTime":1665773566758,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}}
{"name":"Schwarm von Campestis","type":"npc","img":"modules/SharedData_resources/pictures/creatures/Campestri.png","items":[{"_id":"6p3pEjbVHiCKVrDf","name":"Mimikry","type":"feat","img":"icons/magic/sonic/explosion-shock-sound-wave.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true},"quickFlavor":{"value":true,"altValue":true}},"core":{"sourceId":"Item.uMyeJH7eFg2jcSm6"}},"system":{"description":{"value":"<p>Der Campestri kann jede Stimme oder jedes Lied nachahmen, das er gehört hat, allerdings mit einem nasalen Fistelstimmchen.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false},"attunement":null},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"8osh2WgSskeWH7PT","name":"Kopfnuss","type":"weapon","img":"icons/equipment/head/helm-barbute-leather.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":false,"altValue":false},"quickProperties":{"value":true,"altValue":true},"quickVersatile":{"value":false,"altValue":false},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickCharges":{"value":{"quantity":false},"altValue":{"quantity":false}},"quickAttack":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}}},"core":{"sourceId":"Item.l4fCyyqrHjQzpb1C"}},"system":{"description":{"value":"<section class=\"secret\" style=\"border-top: 1px solid var(--color-border-dark-5); border-bottom: 1px solid var(--color-border-dark-5);\">\n<p><em>Nahkampf-Waffenangriff:&nbsp;</em><strong>+0 zum Treffen</strong>, Reichweite: 1.5m<strong>,</strong>&nbsp;eine Kreatur. 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Sein wahrer Name wurde aus den Geschichtsbüchern gestrichen, doch die Erzählungen nennen ihn Dubh Cata, \"Dunkle\" Krähe\". So groß war der Zorn der Sommerkönigin, dass sie alle Mitglieder seines Hauses verfluchte. Andere Feenwesen bezeichnen die Nachkommen von Dubh Cathas Haus als die Dubh Sith oder \"Düsterlinge\" in der Gemeinsprache. Düsterlinge siedeln meist in abgelegenen Kavernen und Kammern unter den Städten anderer Völker. Von diesen Enklaven aus üben sie ihre Kunst als Diebe und Attentäter aus.</p>\n<p><strong>Das tödliche Licht.</strong> Der Fluch der Sommerkönigin lässt den Körper eines Düsterlings Licht aufsaugen, wodurch die Kreatur verdorrt, als würde sie schnell altern. Aus diesem Grund bedecken sie jeden Teil ihres Körpers, wenn sie Helligkeit ausgesetzt werden könnten. 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Schlauere Kreaturen können das Vertrauen eines Ogers gewinnen, indem sie Gold oder eine Waffe anbieten, die für eine Kreatur ihrer Größe geschmiedet ist.</p>\n<p><strong>Legendäre Dummheit.</strong> Wenige Oger können bis zehn zählen, selbst mithilfe ihrer Finger. Die meisten sprechen nur eine rudimentäre Form des Riesischen und kennen einige Worte der Gemeinsprache. Oger glauben, was man ihnen erzählt, und es ist leicht, sie zum Narren zu halten oder zu verwirren. Allerdings machen sie Dinge kaputt, die sie nicht verstehen. Silberzüngige Trickbetrüger, die ihre Talente an diesen Wilden ausprobieren, bezahlen normalerweise für ihre eloquenten Worte - indem sie gegessen werden.</p>\n<p><strong>Primitive Wanderer.</strong> Oger kleiden sich in Tierfelle und ziehen Bäume aus dem Boden, um sie als grobschlächtige Werkzeuge und Waffen zu verwenden. Sie erschaffen Wurfspeere mit Steinspitzen für die Jagd. Wenn Sie eine Behausung errichten, dann siedeln sie normalerweise am ländlichen Rand der Zivilisation, wo sie schlecht geschütztes Vieh, nicht gesicherte Speisekammer und arglose Bauern ausnutzen können.</p>\n<p>Ein Oger schläft in Höhlen, Tierbehausungen oder unter Bäumen, bis er eine Hütte oder ein isoliertes Bauernhaus findet. Dann tötet er alle Bewohner und zieht dort ein. Wenn sich ein Oger langweilt oder hungrig ist, verlässt er seine Behausung und greift alles an, was ihm in die Quere kommt. Erst nachdem ein Oger die ganze Nahrung der Umgebung verbraucht hat, zieht er weiter.</p>\n<p><strong>Ogerbanden.</strong> Manchmal schließen sich Oger zu kleinen, nomadischen Gruppen zusammen, doch fehlt ihnen ein wirkliches Stammesbewusstsein. Wenn sich Ogerbanden treffen, könnte eine versuchen, Mitglieder der anderen gefangenzunehmen, um größer zu werden. 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(3d4) und 17.Stufe (4d4)</p>","chat":"","unidentified":""},"source":"SHB S. 235 (PHB S. 285)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":18,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","psychic"]],"versatile":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":0,"school":"enc","components":{"value":"","vocal":true,"somatic":false,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"cantrip","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"0hpdpO9BIOqv8CDj","name":"Magierhand","type":"spell","img":"icons/magic/water/water-hand.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":false,"originalName":"Magierhand"},"core":{"sourceId":"Compendium.dnd5e.spells.Utk1OQRwYkMkFRD3"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Eine geisterhafte, schwebende Hand erscheint an einem Punkt deiner Wahl in Reichweite. Die Hand bleibt für die Wirkungsdauer bestehen oder bis du sie mit einer Aktion fortschickst. Sie verschwindet auch, wenn sie sich weiter als 9m von dir entfernt oder du den Zauber erneut wirkst.</p>\n<p>Als Aktion kannst du die Hand kontrollieren und sie verwenden, um mit Gegenständen zu interagieren, geschlossene Türen oder Behälter zu öffnen, einen Gegenstand aus einem geöffneten Behälter zu holen oder ihn darin zu verstauen oder den Inhalt einer Phiole auszugießen. Immer wenn du die Hand kontrollierst, darfst du sie bis zu 9m bewegen.</p>\n<p>Die Hand kann nicht angreifen, keine magischen Gegenstände aktivieren oder mehr als 10 Pfund tragen</p>","chat":"","unidentified":""},"source":"SHB S. 247 (PHB S. 256)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"space"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell","value":""},"level":0,"school":"con","components":{"value":"","vocal":true,"somatic":true,"material":false,"ritual":false,"concentration":false},"materials":{"value":"","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"tEs9efZvMHMec9l2","name":"Tashas fürchterlicher Lachanfall","type":"spell","img":"modules/SharedData_global/icons/spells/explosion-magenta-2.jpg","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Hideous Laughter"},"core":{"sourceId":"Compendium.dnd5e.spells.BQk5Row4NymMnUQl"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"<p>Eine Kreatur deiner Wahl in Reichweite, die du sehen kannst, nimmt alles als unglaublich lustig wahr und verfällt in einen Lachanfall, wenn der Zauber in Kraft tritt. Misslingt dem Ziel ein Weisheitsrettungswurf, erhält es den Zustand liegend, wird kampfunfähig und kann für die Wirkungsdauer nicht aufstehen. Kreaturen mit Intelligenz 4 oder niedriger werden von diesem Zauber nicht betroffen.</p>\n<p>Wenn das Ziel Schaden erleidet sowie am Ende eines jeden seiner Züge, darf es einen weiteren Weisheitrettungswurff ablegen. Es ist bei dem Rettungswurf im Vorteil, wenn dieser durch Schaden ausgelöst wurde. Bei einem Erfolg endet der Zauber</p>","chat":"","unidentified":""},"source":"SHB S.271","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":9,"long":0,"units":"m"},"uses":{"value":0,"max":"0","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":1,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"winzige Küchlein und eine Feder, die durch die Luft geschwenkt wird","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"atwill","prepared":false},"scaling":{"mode":"none","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624986029,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"M2nl1Jozj36PbY86","name":"Verwirrung","type":"spell","img":"modules/SharedData_global/icons/spells/wind-magenta-3.jpg","effects":[],"folder":null,"sort":0,"flags":{"betterRolls5e":{"quickOther":{"context":"","value":true,"altValue":true,"type":"Boolean"},"quickDesc":{"value":true,"altValue":true,"type":"Boolean"},"quickSave":{"value":true,"altValue":true,"type":"Boolean"},"quickProperties":{"value":true,"altValue":true,"type":"Boolean"},"quickVersatile":{"value":false,"altValue":false,"type":"Boolean"},"quickTemplate":{"value":true,"altValue":true,"type":"Boolean"},"quickFlavor":{"value":true,"altValue":true,"type":"Boolean"},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickCharges":{"type":"Boolean","value":{"use":true,"resource":true},"altValue":{"use":true,"resource":true}},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"babele":{"translated":true,"hasTranslation":true,"originalName":"Confusion"},"core":{"sourceId":"Compendium.dnd5e.spells.9hQXdMSmerkTsHDe"}},"system":{"description":{"value":"<p>Dieser Zauber attackiert und verdreht den Verstand der betroffenen Kreaturen, was zu Wahnvorstellungen und unkontrollierten Handlungen führt. Jede Kreatur innerhalb einer Sphäre mit einem Radius von 3m, zentriert um einen Punkt deiner Wahl in Reichweite, muss einen erfolgreichen Weisheitsrettungswurf ablegen, um dem Zauber zu widerstehen.</p>\n<p>Betroffene Ziele können keine Reaktion ausführen und müssen zu Beginn des Zuges mit einem [[/r 1d10]] würfeln, um ihr Verhalten für diesen Zug zu bestimmen.</p>\n<table style=\"height:80px;width:98.835%\">\n<thead>\n<tr style=\"height:16px;text-align:center\">\n<td style=\"width:10.1923%;height:16px\">d10</td>\n<td style=\"width:88.8254%;height:16px\">Behaviour</td>\n</tr>\n</thead>\n<tbody>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">1</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur verwendet ihre gesamte Bewegung, um sich in eine zufällige Richtung zu bewegen. Bestimme die Richtung, indem du mit einem d8 würfelst und jeder Richtung ein Ergebnis zuweist. Die Kreatur führt in diesem Zug keine Aktion aus.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">2-6</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur bewegt sich nicht und führt in diesem Zug keine Aktion aus.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">7-8</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur verwendet ihre Aktion, um einen Nahkampfangriff gegen eine zufällig bestimmte Kreatur in Reichweite auszuführen. Wenn sich keine Kreatur in Reichweite befindet, handelt die Kreatur in diesem Zug nicht.</td>\n</tr>\n<tr style=\"height:16px\">\n<td style=\"width:10.1923%;height:16px;text-align:center\">9-10</td>\n<td style=\"width:88.8254%;height:16px\">Die Kreatur kann sich normal bewegen und handeln.</td>\n</tr>\n</tbody>\n</table>\n<p>Zu Beginn eines jeden ihrer Züge kann eine betroffene Kreatur einen Weisheitsrettungswurf ablegen. Wenn dieser erfolgreich ist, endet der Effekt für das Ziel.</p>\n<p><strong>Auf höheren Graden.</strong>Wenn du diesen Spruch mit einem Zauberplatz des 5. oder eines höheren Grades wirkst, vergrößert sich der Radius der Sphäre für jeden Grad über den 4. hinaus um 1,5m</p>","chat":"","unidentified":""},"source":"SHB S. 281 (PHB S. 224)","activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":3,"width":null,"units":"m","type":"sphere"},"range":{"value":27,"long":0,"units":"m"},"uses":{"value":1,"max":"1","per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":"","value":""},"formula":"1d10","save":{"ability":"wis","dc":0,"scaling":"spell"},"level":4,"school":"enc","components":{"value":"","vocal":true,"somatic":true,"material":true,"ritual":false,"concentration":true},"materials":{"value":"drei Nussschalen","consumed":false,"cost":0,"supply":0},"preparation":{"mode":"prepared","prepared":false},"scaling":{"mode":"level","formula":""},"attunement":null},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":null,"modifiedTime":1662624993993,"lastModifiedBy":"IcoKM1WH8QbQMGQn"}},{"_id":"aSr9MRHtJbYCROmq","name":"Nilbogismus","type":"feat","img":"icons/magic/control/debuff-energy-hold-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickSave":{"value":true,"altValue":true},"quickAttack":{"value":true,"altValue":true}}},"system":{"description":{"value":"<p>Jede Kreatur, die den Nilbog zu verletzen versucht, muss erst einen erfolgreichen <strong>Charismarettungswurf gegen SG 12</strong> ablegen, um nicht bis zum Ende ihres n&auml;chsten Zugs @Compendium[SharedData_global.Regelwerk.ME38RjtkALVcwxtU]{bezaubert} zu werden. 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Treffer: <strong>5 ([[/r 1D6 + 2]]) Wuchtschaden</strong>.</p>\n</section>\n<p>Der Nilbog greift mit seinem Zepter an.</p>","chat":"","unidentified":""},"source":"PHB pg. 149","quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":1.5,"long":null,"units":"m"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"mwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"ver":true,"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ada":false,"mgc":false,"sil":false},"proficient":true,"attributes":{"spelldc":10}},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"uBugfEBjtenDmw7Q","name":"Kurzbogen","type":"weapon","img":"icons/weapons/bows/shortbow-recurve.webp","effects":[],"folder":null,"sort":0,"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Shortbow"},"core":{"sourceId":"Compendium.dnd5e.items.GJv6WkD7D2J6rP6M"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":{"0":true},"altValue":{"0":true},"context":{"0":""}},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"}},"system":{"description":{"value":"<section class=\"secret\">\n<p>Fernkampf-Waffenangriff: <strong>+4</strong> zum Treffen, Reichweite 24/96 m., ein Ziel. Treffer: <strong>5 (1d6 + 2) <em>Stichschaden</em></strong>.</p>\n</section>\n<p>Der Nilbog greift mit dem Kurzbogen an.</p>","chat":"","unidentified":""},"source":"SHB S. 149","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":true,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":24,"long":96,"units":"m"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"shortbow","properties":{"two":true,"amm":true,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":false,"ada":false,"mgc":false,"sil":false},"proficient":true},"ownership":{"default":0,"MjM0ZjE5OWNhNjJm":3,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"DXWGpFhqAJO1DmF1","name":"Umkehr des Schicksals","type":"feat","img":"icons/magic/life/heart-glowing-red.webp","effects":[],"folder":null,"sort":0,"flags":{"magicitems":{"enabled":false,"equipped":false,"attuned":false,"charges":"0","chargeType":"c1","destroy":false,"destroyFlavorText":"erreicht 0 Ladungen: zerfällt zu Asche und ist zerstört.","rechargeable":false,"recharge":"0","rechargeType":"t1","rechargeUnit":"r1","sorting":"l"},"betterRolls5e":{"quickDesc":{"value":true,"altValue":true},"quickProperties":{"value":true,"altValue":true},"quickOther":{"value":true,"altValue":true,"context":""},"quickFlavor":{"value":true,"altValue":true},"quickDamage":{"context":{"0":""},"value":{"0":true},"altValue":{"0":true}}}},"system":{"description":{"value":"<p>Wenn eine andere Kreatur dem Nilbog Schaden zuf&uuml;gt, verringert der Nilbog den Schaden auf 0 und erh&auml;lt [[/r 1d6]] Trefferpunkte zur&uuml;ck.</p>","chat":"","unidentified":""},"source":"","activation":{"type":"reaction","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"target":{"value":null,"width":null,"units":"","type":"self"},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"requirements":"","recharge":{"value":null,"charged":false}},"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}}],"effects":[],"folder":null,"sort":0,"flags":{"tidy5e-sheet":{},"core":{"sourceId":"Actor.meBwfa7hIg6mu0ky"}},"_id":"xfGplczNDxG0SZVm","system":{"abilities":{"str":{"value":8,"proficient":0,"bonuses":{"check":"","save":""}},"dex":{"value":14,"proficient":0,"bonuses":{"check":"","save":""}},"con":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"int":{"value":10,"proficient":0,"bonuses":{"check":"","save":""}},"wis":{"value":8,"proficient":0,"bonuses":{"check":"","save":""}},"cha":{"value":15,"proficient":0,"bonuses":{"check":"","save":""}}},"attributes":{"ac":{"flat":null,"calc":"default","formula":""},"hp":{"value":7,"min":0,"max":7,"temp":null,"tempmax":null,"formula":"2d6"},"init":{"value":0,"bonus":0},"movement":{"burrow":0,"climb":0,"fly":0,"swim":0,"walk":9,"units":"m","hover":false},"attunement":{"max":3},"senses":{"darkvision":18,"blindsight":0,"tremorsense":0,"truesight":0,"units":"m","special":""},"spellcasting":"cha"},"details":{"biography":{"value":"<section class=\"secret\">\n<p>Als Maglubiyet die Goblingötter unterwarf, ließ er nur Khurgorbaeyag am Leben, damit die Goblins unter der Kute des brutalen Aufsehers fügsam bleiben würden. Doch zu ihrem Pantheon gehörte auch ein Tricksergott, der entschlossen war, als Letzter zu lachen. Auch wenn seine Essenz von <span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Maglubiyet zerschmettert wurde, überlebte der Gott in zersplitterter Form als Geist der Besessenheit. Bilden Goblinoide eine Heerschar, nimmt er Gestalt an, um in ihren Reihen für Chaos zu Sorgen, wenn man ihn nicht besänftigt. Goblins besitzen keinen Namen für diese Gottheit und wagen es nicht, ihr einen zu geben, damit </span><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Maglubiyet ihn nicht nutzen kann, um den Gott zu fangen und zu zermalmen. Sie nennen den Geist und den Goblin, von dem er Besitz ergreift, einen Nilbog (\"Goblin\" rückwärts), und sie erfreuen sich an der Furcht, die er unter den Grottenschraten und Hobgoblins in der Heerschar verbreitet.</span></p>\n<p><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\"><strong>Rache der Goblins.</strong> Wenn Goblinoide eine Heerschar bilden, besteht die Chance, dass ein Goblin zu einem besessenen Nilbog wird, besonders wenn er von seinem Vorgesetzten misshandelt wurde. Diese Besessenheit verwandelt den Goblin in eine scherzende, verspielte Kreatur, die keine Strafen fürchtet. Sie besitzt eine eigenartige Fähigkeit, andere dazu zu bringen, das Gegenteil von dem zu tun, was sie eigentlich wollten. Einen Nilbog anzugreifen, ist schlichtweg dumm, und ihn zu töten, lässt den Geist nur von einem anderen Goblin Besitz ergreifen. Man kann einen Nilbog nur daran hindern, Chaos zu stiften, indem man ihn gut behandelt, respektiert und preist.</span></p>\n<p><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\"><strong>Nichts zum Lachen.</strong> Das mögliche Erscheinen eines Nilbogs hat dazu geführt, dass jede Heerschar mindestens einen Goblin zum Hofnarren ernennt. Dieser Narr unterliegt keinen Beschränkungen, er darf überall hingehen, wo er will, und tun und lassen, was er möchte. Die Position ist unter Goblins heiß begehrt, denn selbst wenn der Narr offensichtlich kein Nilbog ist, dulden Hobgoblins und Grottenschrate sein chaotisches Verhalten.</span></p>\n<p> </p>\n</section>\n<blockquote>\n<section class=\"secret\">\n<h3 style=\"text-align:left\"><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Nilbogismus</span></h3>\n<p style=\"text-align:left\"><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Ein Nilbog ist ein unsichtbarer Geist, der nur von Goblins Besitz ergreift. Ohne Wirt hat der Geist eine Flugbewegungsrate von 9m und kann weder sprechen noch angegriffen werden. Als einzige Möglichkeit darf er versuchen, einen Goblin innerhalb von 1,50m in Besitz zu nehmen.</span></p>\n<p style=\"text-align:left\"><span style=\"font-family:var(--font-primary);font-size:var(--font-size-14)\">Das Ziel muss einen erfolgreichen Charismarettungswurf gegen SG 15 ablegen, um dem Versuch zu widerstehen. Solange der Goblin von dem Geist besessen ist, wird seine Gesinnung chaotisch-böse, sein Charisma steigt auf 15 (außer er war bereits höher) und er erhält die Nilbog-Merkmale Angeborenes Zauberwirken und Nilbogismus sowie die Reaktion Umkehr des Schicksals. Ist der Rettungswurf erfolgreich, kann der Geist den Goblin für 24 Stunden nicht in Besitz nehmen. Stirbt der Wirt oder endet die Besessenheit durch einen Zauber wie @Compendium[SharedData_global.Zauber.ehOnXin4m3ksg2gn]{Weihen}, @Compendium[SharedData_global.Zauber.LpzBOdh2gI2wT04f]{Schutzkreis} oder @Compendium[SharedData_global.Zauber.qnZ0kNyBtGQRnGfx]{Schutz vor Gut und Böse}, sucht sich der Geist ein anderes Ziel, das er übernehmen kann. Der Geist kann seinen Wirt jederzeit verlassen, aber er wird es nur freiwillig tun, wenn er weiß, dass ein anderer potenzieller Wirt in der Nähe ist. 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