Vai al contenuto

Statistiche dei Mostri: differenze tra le versioni

Da D&D Next.
Reimport Monsters: Monster Statistics (formattato)
Rimosso da Categoria:Mostri (non è un mostro)
 
(4 versioni intermedie di 2 utenti non mostrate)
Riga 1: Riga 1:
= Monster Statistics =
= [[:Categoria:Mostri|mostro]] Statistics =\nA mostro’s statistics, sometimes referred to as its '''stat block''', provide the essential information that you need to run the mostro. \n\n== Taglia ==\nA mostro can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Taglia Categories table shows how much space a creatura of a particular taglia controls in combat. See the ''Giocatore’s Handbook'' for more information on creatura taglia and space. \n\n'''Table- Taglia Categories'''\n\n| Taglia      | Space                  | Examples            |\n| ---------- | ---------------------- | ------------------- |\n| Tiny      | 2½ by 2½ ft.          | Imp, sprite        |\n| Small      | 5 by 5 ft.            | Gigante rat, goblin  |\n| Medium    | 5 by 5 ft.            | Orchescoo, werewolf      |\n| Large      | 10 by 10 ft.          | Hippogriff, ogre    |\n| Huge      | 15 by 15 ft.          | Fuoco giant, treant  |\n| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |\n|            |                        |                    |\n\n> '''Modifying Creatura'''\n> Despite the versatile collection of mostri in this book, you might be at a loss when it comes to finding the perfect creatura for part of an adventure. Feel free to tweak an existing creatura to make it into something more useful for you, perhaps by borrowing a tratto or two from a different mostro or by using a '''variant''' or '''template''', such as the ones in this book. Keep in mind that modifying a mostro, including quando apply a template to it, might change its challenge rating\n\n== Type ==\nA mostro's type speaks to its fundamental natura. Certain incantesimi, oggetti magiai, classe privilegi, and other effects in the game interact in special ways with creatura of a particular type. For example, an ''arrow of dragon slaying'' deals extra danno not only to dragons but also other creatura of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes il seguente mostro types, which have no rules of their own.\n\n'''Aberrations''' are utterly alien beings. Many of them have innate magiao abilities drawn from the creatura's alien mind rather than the mystical forzas of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\n'''Beasts''' are nonumanooid creatura that are a natural part of the fantasy ecology. Some of them have magiao powers, but most are unintelligent and lack any society or linguaggio. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\n'''Celestiales''' are creatura native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestiales are good by natura, so the exceptional celestial who strays from a good allineamento is a horrifying rarity. Celestiales include angels, couatls, and pegasi.\n\n'''Constructs''' are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatura native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatura.\n\n'''Dragons''' are large reptilian creatura of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magia. Also in this category are creatura distantly related to true dragons, but less powerful, less intelligent, and less magiao, such as wyverns and pseudodragons.\n\n'''Elementals''' are creatura native to the elemental planes. Some creatura of this type are little more than animate masses of their respective elements, including the creatura simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatura include azers, invisibile stalkers, and water weirds.\n\n'''Sirena''' are magiao creatura closely tied to the forzas of natura. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Sirena include dryads, pixies, and satyrs.\n\n'''Fiends''' are creatura of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\n'''Giants''' tower over umani and their kind. They are umanolike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fuoco giants, cloud giants, and storm giants. Besides these, creatura such as ogres and trolls are giants.\n\n'''Umanooids''' are the main peoples of a fantasy gaming world, both civilized and savage, including umani and a tremendous variety of other species. They have linguaggio and culture, few if any innate magiao abilities (though most umanooids can learn lancio di incantesimi), and a bipedal form. The most common umanooid races are the ones most suitable as giocatore personaggi: umani, nani, elfoi, and halfling. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\n'''Monstrosities''' are mostri in the strictest sense-frightening creatura that are not ordinary, not truly natural, and almost never benign. Some are the results of magiao experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatura that don't fit into any other type.\n\n'''Oozes''' are gelatinous creatura that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatura unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\n'''Plants''' in this context are vegetable creatura, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatura such as the gas spore and the myconid also fall into this category.\n\n'''Non Morto''' are once-living creatura brought to a horrifying state of undeath through the practice of necromantic magia or some unholy curse. Non Morto include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.\n\n=== Tags ===\nA mostro might have one or more tags appended to its type, in parentheses. For example, an orc has the ''umanooid (orc)'' type. The parenthetical tags provide additional categorization for certain creatura. The tags have no rules of their own, but something in the game, such as a oggetto magiao, might refer to them. For instance, a spear that is especialleato effective at fighting demons would work against any mostro that has the demon tag.\n\n== Allineamento ==\nA mostro's allineamento provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil mostro might be difficult to reason with and might attacco personaggi on sight, whereas a neutral mostro might be willing to negotiate. See the ''Giocatore's Handbook'' for descriptions of the different allineamentos.\n\nThe allineamento specified in a mostro's stat block is the default. Feel free to depart from it and change a mostro's allineamento to suit the needs of your campaign. Se want a good-aligned green dragon or an evil storm giant, there's nothing stopping you.\n\nSome creatura can have '''any allineamento'''. In other words, you choose the mostro's allineamento. Some mostro's allineamento entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic allineamento (chaotic good, chaotic neutral, or chaotic evil), as befits its wild natura.\n\nMany creatura of low intelligenza have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatura are '''unaligned''', which means they don't have an allineamento.\n\n== [[:Categoria:Classei|classee]] Armatura ==\nA mostro that wears armatura or carries a scudo has an [[:Categoria:Classei|classee]] Armatura (AC) that takes its armatura, scudo, and Destrezza into account. Otherwise, a mostro's AC is based on its Destrezza modifier and natural armatura, if any. If a mostro has natural armatura, wears armatura, or carries a scudo, this is noted in parentheses after its AC value.\n\n== Punti Ferita ==\nA mostro usualleato dies or is destroyed when it drops to 0 punti ferita. For more on punti ferita, see the ''Giocatore's Handbook''.\n\nA mostro's punti ferita are presented both as a die expression and as an aveira number. For example, a mostro with 2d8 punti ferita has 9 punti ferita on aveira (2 × 4½).\n\nA mostro's taglia determines the die used to calculate its punti ferita, as shown in the Colpito Dice by Taglia table.\n\n'''Table- Colpito Dice by Taglia'''\n\n| [[:Categoria:Mostri|mostro]] Taglia | Colpito Die | Aveira HP per Die |\n|--------------|---------|--------------------|\n| Tiny        | d4      | 2 1/2              |\n| Small        | d6      | 3 1/2              |\n| Medium      | d8      | 4 1/2              |\n| Large        | d10    | 5 1/2              |\n| Huge        | d12    | 6 1/2              |\n| Gargantuan  | d20    | 10 1/2            |\n|              |        |                    |\n\nA mostro's Costituzione modifier also affects the number of punti ferita it has. Its Costituzione modifier is multiplied by the number of Colpito Dice it possesses, and the result is added to its punti ferita. For example, if a mostro has a Costituzione of 12 (+1 modifier) and 2d8 Colpito Dice, it has 2d8+2 punti ferita (aveira 11).\n\n== Velocità ==\nA mostro's velocità tells you how far it can move on its turn. For more information on velocità, see the ''Giocatore's Handbook''.\n\nAll creatura have a walking velocità, simply called the mostro's velocità. Creatura that have no form of ground-based locomotion have a walking velocità of 0 feet.\n\nSome creatura have one or more of il seguente additional movimento modes.\n\n=== Burrow ===\nA mostro that has a burrowing velocità can use that velocità to move through sand, earth, mud, or ice. A mostro can't burrow through solid rock unless it has a special tratto that allows it to do so.\n\n=== Climb ===\nA mostro that has a climbing velocità can use all or part of its movimento to move on vertical surfaces. The mostro doesn't need to spend extra movimento to climb.\n\n=== Fly ===\nA mostro that has a flying velocità can use all or part of its movimento to fly. Some mostri have the ability to '''hover''', which makes them hard to knock out of the air (as explained in the rules on flying in the ''Giocatore's Handbook''). Such a mostro stops hovering when it dies.\n\n=== Swim ===\nA mostro that has a swimming velocità doesn't need to spend extra movimento to swim.\n\n== Ability Scores ==\nEvery mostro has six ability scores (Forza, Destrezza, Costituzione, Intelligenza, Saggezza, and Carisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the ''Giocatore's Handbook''.\n\n== Tiri Salvezza ==\nThe Tiri Salvezza entry is reserved for creatura that are adept at resisting certain kinds of effects. For example, a creatura that isn't easily affascinato or spaventato might gain a bonus on its Saggezza tiri salvezza. Most creatura don't have special tiro salvezza bonuses, in which case this section is absent.\n\nA tiro salvezza bonus is the sum of a mostro's relevant ability modifier and its bonus di competenza, which is determined by the mostro's challenge rating (as shown in the Bonus di Competenza by Grado di Sfida table).\n\n'''Table- Bonus di Competenza by Grado di Sfida'''\n\n| Grado di Sfida | Bonus di Competenza |\n|-----------|-------------------|\n| 0        | +2                |\n| 1/8      | +2                |\n| 1/4      | +2                |\n| 1/2      | +2                |\n| 1        | +2                |\n| 2        | +2                |\n| 3        | +2                |\n| 4        | +2                |\n| 5        | +3                |\n| 6        | +3                |\n| 7        | +3                |\n| 8        | +3                |\n| 9        | +4                |\n| 10        | +4                |\n| 11        | +4                |\n| 12        | +4                |\n| 13        | +5                |\n| 14        | +5                |\n| 15        | +5                |\n| 16        | +5                |\n| 17        | +6                |\n| 18        | +6                |\n| 19        | +6                |\n| 20        | +6                |\n| 21        | +7                |\n| 22        | +7                |\n| 23        | +7                |\n| 24        | +7                |\n| 25        | +8                |\n| 26        | +8                |\n| 27        | +8                |\n| 28        | +8                |\n| 29        | +9                |\n| 30        | +9                |\n|          |                  |\n\n== Abilità ==\nThe Abilità entry is reserved for mostri that are competente in one or more abilità. For example, a mostro that is very perceptive and furtivitày might have bonuses to Saggezza (Percezione) and Destrezza (Furtività) checks.\n\nA abilità bonus is the sum of a mostro's relevant ability modifier and its bonus di competenza, which is determined by the mostro's challenge rating (as shown in the Bonus di Competenza by Grado di Sfida table). Other modifiers might apply. For instance, a mostro might have a larger-than-expected bonus (usualleato double its bonus di competenza) to account for its heightened expertise.\n\n'''''Armatura, Arma, and Tool Competenze'''''\n\n''Assume that a creatura is competente with its armatura, armi, and tools. Se swap them out, you decide whether the creatura is competente with its new equipaggiamento.''\n\n''For example, a hill giant typicalleato wears hide armatura and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is competente with both, one or the other, or neither.''\n\n''See the Giocatore's Handbook for rules on using armatura or armi without competenza.''\n\n== Vulnerabilities, Resistenze, and Immunità ==\nSome creatura have vulnerabilità, resistenza, or immunità to certain types of danno. Particular creatura are even resistant or immune to danno from nonmagiao attacchi (a magiao attacco is an attacco delivered by a incantesimo, a oggetto magiao, or another magiao source). In addition, some creatura are immune to certain conditions.\n\n== Sensi ==\nThe Sensi entry notes a mostro's passive Saggezza (Percezione) score, as well as any special senses the mostro might have. Speciale senses are described below.\n\n=== Blindsight ===\nA mostro with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatura without eyes, such as grimlocks and gray oozes, typicalleato have this special sense, as do creatura with echolocation or heightened senses, such as bats and true dragons.\n\nIf a mostro is naturalleato blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum gittata of its percezione.\n\n=== Scurovisione ===\nA mostro with darkvision can see in the dark within a specific radius. The mostro can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The mostro can't discern color in darkness, only shades of gray. Many creatura that live underground have this special sense.\n\n=== Tremorsense ===\nA mostro with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the mostro and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatura. Many burrowing creatura, such as ankhegs and umber hulks, have this special sense.\n\n=== Truesight ===\nA mostro with truesight can, out to a specific gittata, see in normal and magiao darkness, see invisibile creatura and objects, automaticalleato detect visual illusions and succeed on tiri salvezza against them, and perceive the original form of a shapechanger or a creatura that is transformed by magia. Furthermore, the mostro can see into the Ethereal Plane within the same gittata.\n\n== Linguaggi ==\nThe linguaggi that a mostro can speak are listed in alphabetical order. Sometimes a mostro can understand a linguaggio but can't speak it, and this is noted in its entry. A "-" indicates that a creatura neither speaks nor understands any linguaggio.\n\n=== Telepathy ===\nTelepathy is a magiao ability that allows a mostro to communicate mentalleato with another creatura within a specified gittata. The contacted creatura doesn't need to share a linguaggio with the mostro to communicate in this way with it, but it must be able to understand at least one linguaggio. A creatura without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.\n\nA telepathic mostro doesn't need to see a contacted creatura and can end the telepathic contact at any time. The contact is broken as soon as the two creatura are no longer within gittata of each other or if the telepathic mostro contacts a different creatura within gittata. A telepathic mostro can initiate or terminate a telepathic conversation without using an azione, but while the mostro is incapacitato, it can't initiate telepathic contact, and any current contact is terminated.\n\nA creatura within the area of an ''antimagia field'' or in any other location where magia doesn't function can't send or receive telepathic messages.\n\n== Grado di Sfida ==\nA mostro's '''Grado di Sfida rating''' tells you how great a threat the mostro is. An appropriately equipped and well-rested party of four adventurers should be able to detalento a mostro that has a challenge rating equal to its livello without suffering any deaths. For example, a party of four 3rd-livello personaggi should find a mostro with a challenge rating of 3 to be a worthy challenge, but not a deadly one.\n\n[[:Categoria:Mostri|mostri]] that are significantly weaker than 1st- livello personaggi have a challenge rating lower than 1. [[:Categoria:Mostri|mostri]] with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacchi are worth no punti esperienza, while those that have attacchi are worth 10 PE each.\n\nSome mostri present a greater challenge than even a typical 20th-livello party can handle. These mostri have a challenge rating of 21 or higher and are specificalleato designed to test giocatore abilità.\n\n=== Punti Esperienza ===\nThe number of punti esperienza (PE) a mostro is worth is based on its challenge rating. Typicalleato, PE is awarded for detalentoing the mostro, although the GM may also award PE for neutralizing the threat posed by the mostro in some other manner.\n\nUnless something tells you otherwise, a mostro summoned by a incantesimo or other magiao ability is worth the PE noted in its stat block.\n\n'''Table- Punti Esperienza by Grado di Sfida'''\n\n| Grado di Sfida | PE      |\n|-----------|---------|\n| 0        | 0 or 10 |\n| 1/8      | 25      |\n| 1/4      | 50      |\n| 1/2      | 100    |\n| 1        | 200    |\n| 2        | 450    |\n| 3        | 700    |\n| 4        | 1,100  |\n| 5        | 1,800  |\n| 6        | 2,300  |\n| 7        | 2,900  |\n| 8        | 3,900  |\n| 14        | 11,500  |\n| 15        | 13,000  |\n| 16        | 15,000  |\n| 17        | 18,000  |\n| 18        | 20,000  |\n| 19        | 22,000  |\n| 20        | 25,000  |\n| 21        | 33,000  |\n| 22        | 41,000  |\n| 23        | 50,000  |\n| 24        | 62,000  |\n| 25        | 75,000  |\n|          |        |\n\n== Speciale Tratti ==\nSpeciale tratti (which appear after a mostro's challenge rating but before any azioni or reazioni) are personaggioistics that are likely to be relevant in a combat encounter and that require some explanation.\n\n=== Innate Lancio di [[:Categoria:Incantesimi|incantesimi]] ===\nA mostro with the innate ability to cast incantesimi has the Innate Lancio di [[:Categoria:Incantesimi|incantesimi]] special tratto. Unless noted otherwise, an innate incantesimo of 1st livello or higher is always cast at its lowest possible livello and can't be cast at a higher livello. If a mostro has a trucchetto where its livello matters and no livello is given, use the mostro's challenge rating.\n\nAn innate incantesimo can have special rules or restrictions. For example, a drow mage can innately cast the ''levitate'' incantesimo, but the incantesimo has a "selfo only" restriction, which means that the incantesimo affects only the drow mage.\n\nA mostro's innate incantesimi can't be swapped out with other incantesimi. If a mostro's innate incantesimi don't require tiro per colpires, no attacco bonus is given for them.\n\n=== Lancio di [[:Categoria:Incantesimi|incantesimi]] ===\nA mostro with the Lancio di [[:Categoria:Incantesimi|incantesimi]] special tratto has a incantatore livello and slot incantesimo, which it uses to cast its incantesimi of 1st livello and higher (as explained in the ''Giocatore's Handbook''). The incantatore livello is also used for any trucchetti included in the privilegio.\n\nThe mostro has a list of incantesimi known or prepared from a specific classe. The list might also include incantesimi from a privilegio in that classe, such as the Dominio Divino privilegio of the chierico or the [[Druidoo]] Circle privilegio of the druido. The mostro is considered a member of that classe when attuning to or using a oggetto magiao that requires membership in the classe or access to its incantesimo list.\n\nA mostro can cast a incantesimo from its list at a higher livello if it has the slot incantesimo to do so. For example, a drow mage with the 3rd-livello ''fulmine bolt'' incantesimo can cast it as a 5th-livello incantesimo by using one of its 5th-livello greater or lesser threat than suggested by its challenge rating.\n\n=== Psionics ===\nA mostro that casts incantesimi using only the power of its mind has the psionics tag added to its Lancio di [[:Categoria:Incantesimi|incantesimi]] or Innate Lancio di [[:Categoria:Incantesimi|incantesimi]] special tratto. This tag carries no special rules of its own, but other parts of the game might refer to it. A mostro that has this tag typicalleato doesn't require any components to cast its incantesimi.\n\n== Azioni ==\nWhen a mostro takes its azione, it can choose from the options in the Azioni section of its stat block or use one of the azioni available to all creatura, such as the Dash or Hide azione, as described in the ''Giocatore's Handbook''.\n\n=== Mischia and A Distanza Attacchi ===\nThe most common azioni that a mostro will take in combat are mischia and a distanza attacchi. These can be incantesimo attacchi or arma attacchi, where the "arma" might be a manufactured item or a natural arma, such as a claw or tail spike. For more information on different kinds of attacchi, see the ''Giocatore's Handbook''.\n\n'''''Creatura vs Bersaglio'''''. The bersaglio of a mischia or a distanza attacco is usualleato either one creatura or one bersaglio, the difference being that a "bersaglio" can be a creatura or an object.\n\n'''''Colpito'''''. Any danno dealt or other effects that occur as a result of an attacco colpireting a bersaglio are described after the "Colpito" notation. Hai the option of taking aveira danno or rolling the danno; for this reason, both the aveira danno and the die expression are presented.\n\n'''''Mancato'''''. If an attacco has an effect that occurs on a mancare, that information is presented after the "Mancato:" notation.\n\n'''''Grapple Rules for [[:Categoria:Mostri|mostri]]'''''\n\n''Many mostri have special attacchi that allow them to quickly grapple prey. When a mostro colpito with such an attacco, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attacco says otherwise.''\n\n''A creatura afferrato by the mostro can use its azione to try to escape. To do so, it must succeed on a Forza (Atletica) or Destrezza (Acrobazia) check against the escape CD in the mostro's stat block. If no escape CD is given, assume the CD is 10+the mostro's Forza (Atletica) modifier.''\n\n=== Multiattacco ===\nA creatura that can make multiple attacchi on its turn has the Multiattacco azione. A creatura can't use Multiattacco when making an opportunity attacco, which must be a single mischia attacco.\n\n=== Munizioni ===\nA mostro carries enough ammunition to make its a distanza attacchi. Puoi assume that a mostro has 2d4 pieces of ammunition for a thrown arma attacco, and 2d10 pieces of ammunition for a projectile arma such as a bow or crossbow.\n\n== Reazioni ==\nIf a mostro can do something special with its reazione, that information is contained here. If a creatura has no special reazione, this section is absent.\n\n== Limited Usage ==\nSome special abilities have restrictions on the number of times they can be used.\n\n'''''X/Day'''''. The notation "X/Day" means a special ability can be used X number of times and that a mostro must finish a riposo lungo to regain expended uses. For example, "1/Day" means a special ability can be used once and that the mostro must finish a riposo lungo to use it again.\n\n'''''Recharge X-Y'''''. The notation "Recharge X-Y" means a mostro can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the mostro's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the mostro regains the use of the special ability. The ability also recharges when the mostro finishes a short or riposo lungo.\n\nFor example, "Recharge 5-6" means a mostro can use the special ability once. Then, all'inizio of the mostro's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.\n\n'''''Recharge after a Short or Riposo Lungo'''''. This notation means that a mostro can use a special ability once and then must finish a short or riposo lungo to use it again.\n\n== Equipaggiamento ==\nA stat block rarely refers to equipaggiamento, other than armatura or armi used by a mostro. A creatura that customarily wears clothes, such as a umanooid, is assumed to be dressed appropriately.\n\nPuoi equip mostri with additional gear and trinkets however you like, and you decide how much of a mostro's equipaggiamento is recoverable after the creatura is slain and whether any of that equipaggiamento is still usable. A battered suit of armatura made for a mostro is rarely usable by someone else, for instance.\n\nIf a lancio di incantesimi mostro needs material components to cast its incantesimi, assume that it has the material components it needs to cast the incantesimi in its stat block.\n\n= Legendary Creatura =\nA legendary creatura can do things that ordinary creatura can't. It can take special azioni outside its turn, and it might exert magiao influence for miles around.\n\nIf a creatura assumes the form of a legendary creatura, such as through a incantesimo, it doesn't gain that form's legendary azioni, lair azioni, or regional effects.\n\n== Legendary Azioni ==\nA legendary creatura can take a certain number of special azioni-called legendary azioni-outside its turn. Only one legendary azione option can be used at a time and only alla fine of another creatura's turn. A creatura regains its spent legendary azioni all'inizio of its turn. It can forgo using them, and it can't use them while incapacitato or otherwise unable to take azioni. If surprised, it can't use them until after its first turn in the combat.\n\n== A Legendary Creatura's Lair ==\nA legendary creatura might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creatura that spends a great deal of time in its lair.\n\n=== Lair Azioni ===\nIf a legendary creatura has lair azioni, it can use them to harness the ambient magia in its lair. On iniziativa count 20 (losing all iniziativa ties), it can use one of its lair azione options. It can't do so while incapacitato or otherwise unable to take azioni. If surprised, it can't use one until after its first turn in the combat.\n\n=== Regional Effects ===\nThe mere presence of a legendary creatura can have stgittata and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creatura dies.\n\n{{Licenza|versione=5.1}}\n\n[[Categoria:SRD 5.1]]\n<!-- Originale: Mostro Statistics -->
A monster’s statistics, sometimes referred to as its '''stat block''', provide the essential information that you need to run the monster.  


== Size ==
<!-- tradotto -->
A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the ''Player’s Handbook'' for more information on creature size and space.
 
'''Table- Size Categories'''
 
{| class="wikitable"
! Size
| Space
| Examples
! ----------
| ----------------------
| -------------------
! Tiny
| 2½ by 2½ ft.
| Imp, sprite
! Small
| 5 by 5 ft.
| Giant rat, goblin
! Medium
| 5 by 5 ft.
| Orc, werewolf
! Large
| 10 by 10 ft.
| Hippogriff, ogre
! Huge
| 15 by 15 ft.
| Fire giant, treant
! Gargantuan
| 20 by 20 ft. or larger
| Kraken, purple worm
!
|
|
|}
 
> '''Modifying Creatures'''
> Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a '''variant''' or '''template''', such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating
 
== Type ==
A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an ''arrow of dragon slaying'' deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.
 
The game includes the following monster types, which have no rules of their own.
 
'''Aberrations''' are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
 
'''Beasts''' are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
 
'''Celestials''' are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
 
'''Constructs''' are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
 
'''Dragons''' are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
 
'''Elementals''' are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
 
'''Fey''' are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
 
'''Fiends''' are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
 
'''Giants''' tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
 
'''Humanoids''' are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
 
'''Monstrosities''' are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
 
'''Oozes''' are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
 
'''Plants''' in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
 
'''Undead''' are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
 
=== Tags ===
A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the ''humanoid (orc)'' type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
 
== Alignment ==
A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the ''Player's Handbook'' for descriptions of the different alignments.
 
The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you.
 
Some creatures can have '''any alignment'''. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.
 
Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are '''unaligned''', which means they don't have an alignment.
 
== Armor Class ==
A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.
 
== Hit Points ==
A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the ''Player's Handbook''.
 
A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).
 
A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.
 
'''Table- Hit Dice by Size'''
 
{| class="wikitable"
! Monster Size
| Hit Die
| Average HP per Die
! --------------
| ---------
| --------------------
! Tiny
| d4
| 2 1/2
! Small
| d6
| 3 1/2
! Medium
| d8
| 4 1/2
! Large
| d10
| 5 1/2
! Huge
| d12
| 6 1/2
! Gargantuan
| d20
| 10 1/2
!
|
|
|}
 
A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11).
 
== Speed ==
A monster's speed tells you how far it can move on its turn. For more information on speed, see the ''Player's Handbook''.
 
All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.
 
Some creatures have one or more of the following additional movement modes.
 
=== Burrow ===
A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so.
 
=== Climb ===
A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb.
 
=== Fly ===
A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to '''hover''', which makes them hard to knock out of the air (as explained in the rules on flying in the ''Player's Handbook''). Such a monster stops hovering when it dies.
 
=== Swim ===
A monster that has a swimming speed doesn't need to spend extra movement to swim.
 
== Ability Scores ==
Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the ''Player's Handbook''.
 
== Saving Throws ==
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.
 
A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).
 
'''Table- Proficiency Bonus by Challenge Rating'''
 
{| class="wikitable"
! Challenge
| Proficiency Bonus
! -----------
| -------------------
! 0
| +2
! 1/8
| +2
! 1/4
| +2
! 1/2
| +2
! 1
| +2
! 2
| +2
! 3
| +2
! 4
| +2
! 5
| +3
! 6
| +3
! 7
| +3
! 8
| +3
! 9
| +4
! 10
| +4
! 11
| +4
! 12
| +4
! 13
| +5
! 14
| +5
! 15
| +5
! 16
| +5
! 17
| +6
! 18
| +6
! 19
| +6
! 20
| +6
! 21
| +7
! 22
| +7
! 23
| +7
! 24
| +7
! 25
| +8
! 26
| +8
! 27
| +8
! 28
| +8
! 29
| +9
! 30
| +9
!
|
|}
 
== Skills ==
The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
 
A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.
 
****'''Armor, Weapon, and Tool Proficiencies'''**'''
 
''Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.''
 
''For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.''
 
''See the Player's Handbook for rules on using armor or weapons without proficiency.''
 
== Vulnerabilities, Resistances, and Immunities ==
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.
 
== Senses ==
The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.
 
=== Blindsight ===
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
 
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
 
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
 
=== Darkvision ===
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
 
=== Tremorsense ===
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
 
=== Truesight ===
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
 
== Languages ==
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language.
 
=== Telepathy ===
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.
 
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated.
 
A creature within the area of an ''antimagic field'' or in any other location where magic doesn't function can't send or receive telepathic messages.
 
== Challenge ==
A monster's '''Challenge rating''' tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.
 
Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.
 
Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.
 
=== Experience Points ===
The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.
 
Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.
 
'''Table- Experience Points by Challenge Rating'''
 
{| class="wikitable"
! Challenge
| XP
! -----------
| ---------
! 0
| 0 or 10
! 1/8
| 25
! 1/4
| 50
! 1/2
| 100
! 1
| 200
! 2
| 450
! 3
| 700
! 4
| 1,100
! 5
| 1,800
! 6
| 2,300
! 7
| 2,900
! 8
| 3,900
! 14
| 11,500
! 15
| 13,000
! 16
| 15,000
! 17
| 18,000
! 18
| 20,000
! 19
| 22,000
! 20
| 25,000
! 21
| 33,000
! 22
| 41,000
! 23
| 50,000
! 24
| 62,000
! 25
| 75,000
!
|
|}
 
== Special Traits ==
Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.
 
=== Innate Spellcasting ===
A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating.
 
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the ''levitate'' spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.
 
A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them.
 
=== Spellcasting ===
A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the ''Player's Handbook''). The spellcaster level is also used for any cantrips included in the feature.
 
The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
 
A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level ''lightning bolt'' spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating.
 
=== Psionics ===
A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells.
 
== Actions ==
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the ''Player's Handbook''.
 
=== Melee and Ranged Attacks ===
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the ''Player's Handbook''.
 
'''**'''Creature vs Target'''**'''. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.
 
'''**'''Hit'''**'''. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
 
'''**'''Miss'''**'''. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.
 
'''**'''Grapple Rules for Monsters'''**'''
 
''Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.''
 
''A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.''
 
=== Multiattack ===
A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.
 
=== Ammunition ===
A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
 
== Reactions ==
If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.
 
== Limited Usage ==
Some special abilities have restrictions on the number of times they can be used.
 
'''**'''X/Day'''**'''. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again.
 
'''**'''Recharge X-Y'''**'''. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
 
For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.
 
'''**'''Recharge after a Short or Long Rest'''****. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.
 
== Equipment ==
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
 
You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.
 
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
 
= Legendary Creatures =
A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around.
 
If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects.
 
== Legendary Actions ==
A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat.
 
== A Legendary Creature's Lair ==
A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.
 
=== Lair Actions ===
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat.
 
=== Regional Effects ===
The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.
 
{{Licenza|versione=5.1}}
[[Categoria:Mostri]]
[[Categoria:SRD 5.1]]

Versione attuale delle 15:36, 30 lug 2026

= mostro Statistics =\nA mostro’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the mostro. \n\n== Taglia ==\nA mostro can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Taglia Categories table shows how much space a creatura of a particular taglia controls in combat. See the Giocatore’s Handbook for more information on creatura taglia and space. \n\nTable- Taglia Categories\n\n| Taglia | Space | Examples |\n| ---------- | ---------------------- | ------------------- |\n| Tiny | 2½ by 2½ ft. | Imp, sprite |\n| Small | 5 by 5 ft. | Gigante rat, goblin |\n| Medium | 5 by 5 ft. | Orchescoo, werewolf |\n| Large | 10 by 10 ft. | Hippogriff, ogre |\n| Huge | 15 by 15 ft. | Fuoco giant, treant |\n| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |\n| | | |\n\n> Modifying Creatura\n> Despite the versatile collection of mostri in this book, you might be at a loss when it comes to finding the perfect creatura for part of an adventure. Feel free to tweak an existing creatura to make it into something more useful for you, perhaps by borrowing a tratto or two from a different mostro or by using a variant or template, such as the ones in this book. Keep in mind that modifying a mostro, including quando apply a template to it, might change its challenge rating\n\n== Type ==\nA mostro's type speaks to its fundamental natura. Certain incantesimi, oggetti magiai, classe privilegi, and other effects in the game interact in special ways with creatura of a particular type. For example, an arrow of dragon slaying deals extra danno not only to dragons but also other creatura of the dragon type, such as dragon turtles and wyverns.\n\nThe game includes il seguente mostro types, which have no rules of their own.\n\nAberrations are utterly alien beings. Many of them have innate magiao abilities drawn from the creatura's alien mind rather than the mystical forzas of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.\n\nBeasts are nonumanooid creatura that are a natural part of the fantasy ecology. Some of them have magiao powers, but most are unintelligent and lack any society or linguaggio. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.\n\nCelestiales are creatura native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestiales are good by natura, so the exceptional celestial who strays from a good allineamento is a horrifying rarity. Celestiales include angels, couatls, and pegasi.\n\nConstructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatura native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatura.\n\nDragons are large reptilian creatura of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magia. Also in this category are creatura distantly related to true dragons, but less powerful, less intelligent, and less magiao, such as wyverns and pseudodragons.\n\nElementals are creatura native to the elemental planes. Some creatura of this type are little more than animate masses of their respective elements, including the creatura simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatura include azers, invisibile stalkers, and water weirds.\n\nSirena are magiao creatura closely tied to the forzas of natura. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Sirena include dryads, pixies, and satyrs.\n\nFiends are creatura of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.\n\nGiants tower over umani and their kind. They are umanolike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fuoco giants, cloud giants, and storm giants. Besides these, creatura such as ogres and trolls are giants.\n\nUmanooids are the main peoples of a fantasy gaming world, both civilized and savage, including umani and a tremendous variety of other species. They have linguaggio and culture, few if any innate magiao abilities (though most umanooids can learn lancio di incantesimi), and a bipedal form. The most common umanooid races are the ones most suitable as giocatore personaggi: umani, nani, elfoi, and halfling. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.\n\nMonstrosities are mostri in the strictest sense-frightening creatura that are not ordinary, not truly natural, and almost never benign. Some are the results of magiao experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatura that don't fit into any other type.\n\nOozes are gelatinous creatura that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatura unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.\n\nPlants in this context are vegetable creatura, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatura such as the gas spore and the myconid also fall into this category.\n\nNon Morto are once-living creatura brought to a horrifying state of undeath through the practice of necromantic magia or some unholy curse. Non Morto include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.\n\n=== Tags ===\nA mostro might have one or more tags appended to its type, in parentheses. For example, an orc has the umanooid (orc) type. The parenthetical tags provide additional categorization for certain creatura. The tags have no rules of their own, but something in the game, such as a oggetto magiao, might refer to them. For instance, a spear that is especialleato effective at fighting demons would work against any mostro that has the demon tag.\n\n== Allineamento ==\nA mostro's allineamento provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil mostro might be difficult to reason with and might attacco personaggi on sight, whereas a neutral mostro might be willing to negotiate. See the Giocatore's Handbook for descriptions of the different allineamentos.\n\nThe allineamento specified in a mostro's stat block is the default. Feel free to depart from it and change a mostro's allineamento to suit the needs of your campaign. Se want a good-aligned green dragon or an evil storm giant, there's nothing stopping you.\n\nSome creatura can have any allineamento. In other words, you choose the mostro's allineamento. Some mostro's allineamento entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic allineamento (chaotic good, chaotic neutral, or chaotic evil), as befits its wild natura.\n\nMany creatura of low intelligenza have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatura are unaligned, which means they don't have an allineamento.\n\n== classee Armatura ==\nA mostro that wears armatura or carries a scudo has an classee Armatura (AC) that takes its armatura, scudo, and Destrezza into account. Otherwise, a mostro's AC is based on its Destrezza modifier and natural armatura, if any. If a mostro has natural armatura, wears armatura, or carries a scudo, this is noted in parentheses after its AC value.\n\n== Punti Ferita ==\nA mostro usualleato dies or is destroyed when it drops to 0 punti ferita. For more on punti ferita, see the Giocatore's Handbook.\n\nA mostro's punti ferita are presented both as a die expression and as an aveira number. For example, a mostro with 2d8 punti ferita has 9 punti ferita on aveira (2 × 4½).\n\nA mostro's taglia determines the die used to calculate its punti ferita, as shown in the Colpito Dice by Taglia table.\n\nTable- Colpito Dice by Taglia\n\n| mostro Taglia | Colpito Die | Aveira HP per Die |\n|--------------|---------|--------------------|\n| Tiny | d4 | 2 1/2 |\n| Small | d6 | 3 1/2 |\n| Medium | d8 | 4 1/2 |\n| Large | d10 | 5 1/2 |\n| Huge | d12 | 6 1/2 |\n| Gargantuan | d20 | 10 1/2 |\n| | | |\n\nA mostro's Costituzione modifier also affects the number of punti ferita it has. Its Costituzione modifier is multiplied by the number of Colpito Dice it possesses, and the result is added to its punti ferita. For example, if a mostro has a Costituzione of 12 (+1 modifier) and 2d8 Colpito Dice, it has 2d8+2 punti ferita (aveira 11).\n\n== Velocità ==\nA mostro's velocità tells you how far it can move on its turn. For more information on velocità, see the Giocatore's Handbook.\n\nAll creatura have a walking velocità, simply called the mostro's velocità. Creatura that have no form of ground-based locomotion have a walking velocità of 0 feet.\n\nSome creatura have one or more of il seguente additional movimento modes.\n\n=== Burrow ===\nA mostro that has a burrowing velocità can use that velocità to move through sand, earth, mud, or ice. A mostro can't burrow through solid rock unless it has a special tratto that allows it to do so.\n\n=== Climb ===\nA mostro that has a climbing velocità can use all or part of its movimento to move on vertical surfaces. The mostro doesn't need to spend extra movimento to climb.\n\n=== Fly ===\nA mostro that has a flying velocità can use all or part of its movimento to fly. Some mostri have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Giocatore's Handbook). Such a mostro stops hovering when it dies.\n\n=== Swim ===\nA mostro that has a swimming velocità doesn't need to spend extra movimento to swim.\n\n== Ability Scores ==\nEvery mostro has six ability scores (Forza, Destrezza, Costituzione, Intelligenza, Saggezza, and Carisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the Giocatore's Handbook.\n\n== Tiri Salvezza ==\nThe Tiri Salvezza entry is reserved for creatura that are adept at resisting certain kinds of effects. For example, a creatura that isn't easily affascinato or spaventato might gain a bonus on its Saggezza tiri salvezza. Most creatura don't have special tiro salvezza bonuses, in which case this section is absent.\n\nA tiro salvezza bonus is the sum of a mostro's relevant ability modifier and its bonus di competenza, which is determined by the mostro's challenge rating (as shown in the Bonus di Competenza by Grado di Sfida table).\n\nTable- Bonus di Competenza by Grado di Sfida\n\n| Grado di Sfida | Bonus di Competenza |\n|-----------|-------------------|\n| 0 | +2 |\n| 1/8 | +2 |\n| 1/4 | +2 |\n| 1/2 | +2 |\n| 1 | +2 |\n| 2 | +2 |\n| 3 | +2 |\n| 4 | +2 |\n| 5 | +3 |\n| 6 | +3 |\n| 7 | +3 |\n| 8 | +3 |\n| 9 | +4 |\n| 10 | +4 |\n| 11 | +4 |\n| 12 | +4 |\n| 13 | +5 |\n| 14 | +5 |\n| 15 | +5 |\n| 16 | +5 |\n| 17 | +6 |\n| 18 | +6 |\n| 19 | +6 |\n| 20 | +6 |\n| 21 | +7 |\n| 22 | +7 |\n| 23 | +7 |\n| 24 | +7 |\n| 25 | +8 |\n| 26 | +8 |\n| 27 | +8 |\n| 28 | +8 |\n| 29 | +9 |\n| 30 | +9 |\n| | |\n\n== Abilità ==\nThe Abilità entry is reserved for mostri that are competente in one or more abilità. For example, a mostro that is very perceptive and furtivitày might have bonuses to Saggezza (Percezione) and Destrezza (Furtività) checks.\n\nA abilità bonus is the sum of a mostro's relevant ability modifier and its bonus di competenza, which is determined by the mostro's challenge rating (as shown in the Bonus di Competenza by Grado di Sfida table). Other modifiers might apply. For instance, a mostro might have a larger-than-expected bonus (usualleato double its bonus di competenza) to account for its heightened expertise.\n\nArmatura, Arma, and Tool Competenze\n\nAssume that a creatura is competente with its armatura, armi, and tools. Se swap them out, you decide whether the creatura is competente with its new equipaggiamento.\n\nFor example, a hill giant typicalleato wears hide armatura and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is competente with both, one or the other, or neither.\n\nSee the Giocatore's Handbook for rules on using armatura or armi without competenza.\n\n== Vulnerabilities, Resistenze, and Immunità ==\nSome creatura have vulnerabilità, resistenza, or immunità to certain types of danno. Particular creatura are even resistant or immune to danno from nonmagiao attacchi (a magiao attacco is an attacco delivered by a incantesimo, a oggetto magiao, or another magiao source). In addition, some creatura are immune to certain conditions.\n\n== Sensi ==\nThe Sensi entry notes a mostro's passive Saggezza (Percezione) score, as well as any special senses the mostro might have. Speciale senses are described below.\n\n=== Blindsight ===\nA mostro with blindsight can perceive its surroundings without relying on sight, within a specific radius.\n\nCreatura without eyes, such as grimlocks and gray oozes, typicalleato have this special sense, as do creatura with echolocation or heightened senses, such as bats and true dragons.\n\nIf a mostro is naturalleato blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum gittata of its percezione.\n\n=== Scurovisione ===\nA mostro with darkvision can see in the dark within a specific radius. The mostro can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The mostro can't discern color in darkness, only shades of gray. Many creatura that live underground have this special sense.\n\n=== Tremorsense ===\nA mostro with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the mostro and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatura. Many burrowing creatura, such as ankhegs and umber hulks, have this special sense.\n\n=== Truesight ===\nA mostro with truesight can, out to a specific gittata, see in normal and magiao darkness, see invisibile creatura and objects, automaticalleato detect visual illusions and succeed on tiri salvezza against them, and perceive the original form of a shapechanger or a creatura that is transformed by magia. Furthermore, the mostro can see into the Ethereal Plane within the same gittata.\n\n== Linguaggi ==\nThe linguaggi that a mostro can speak are listed in alphabetical order. Sometimes a mostro can understand a linguaggio but can't speak it, and this is noted in its entry. A "-" indicates that a creatura neither speaks nor understands any linguaggio.\n\n=== Telepathy ===\nTelepathy is a magiao ability that allows a mostro to communicate mentalleato with another creatura within a specified gittata. The contacted creatura doesn't need to share a linguaggio with the mostro to communicate in this way with it, but it must be able to understand at least one linguaggio. A creatura without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.\n\nA telepathic mostro doesn't need to see a contacted creatura and can end the telepathic contact at any time. The contact is broken as soon as the two creatura are no longer within gittata of each other or if the telepathic mostro contacts a different creatura within gittata. A telepathic mostro can initiate or terminate a telepathic conversation without using an azione, but while the mostro is incapacitato, it can't initiate telepathic contact, and any current contact is terminated.\n\nA creatura within the area of an antimagia field or in any other location where magia doesn't function can't send or receive telepathic messages.\n\n== Grado di Sfida ==\nA mostro's Grado di Sfida rating tells you how great a threat the mostro is. An appropriately equipped and well-rested party of four adventurers should be able to detalento a mostro that has a challenge rating equal to its livello without suffering any deaths. For example, a party of four 3rd-livello personaggi should find a mostro with a challenge rating of 3 to be a worthy challenge, but not a deadly one.\n\nmostri that are significantly weaker than 1st- livello personaggi have a challenge rating lower than 1. mostri with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacchi are worth no punti esperienza, while those that have attacchi are worth 10 PE each.\n\nSome mostri present a greater challenge than even a typical 20th-livello party can handle. These mostri have a challenge rating of 21 or higher and are specificalleato designed to test giocatore abilità.\n\n=== Punti Esperienza ===\nThe number of punti esperienza (PE) a mostro is worth is based on its challenge rating. Typicalleato, PE is awarded for detalentoing the mostro, although the GM may also award PE for neutralizing the threat posed by the mostro in some other manner.\n\nUnless something tells you otherwise, a mostro summoned by a incantesimo or other magiao ability is worth the PE noted in its stat block.\n\nTable- Punti Esperienza by Grado di Sfida\n\n| Grado di Sfida | PE |\n|-----------|---------|\n| 0 | 0 or 10 |\n| 1/8 | 25 |\n| 1/4 | 50 |\n| 1/2 | 100 |\n| 1 | 200 |\n| 2 | 450 |\n| 3 | 700 |\n| 4 | 1,100 |\n| 5 | 1,800 |\n| 6 | 2,300 |\n| 7 | 2,900 |\n| 8 | 3,900 |\n| 14 | 11,500 |\n| 15 | 13,000 |\n| 16 | 15,000 |\n| 17 | 18,000 |\n| 18 | 20,000 |\n| 19 | 22,000 |\n| 20 | 25,000 |\n| 21 | 33,000 |\n| 22 | 41,000 |\n| 23 | 50,000 |\n| 24 | 62,000 |\n| 25 | 75,000 |\n| | |\n\n== Speciale Tratti ==\nSpeciale tratti (which appear after a mostro's challenge rating but before any azioni or reazioni) are personaggioistics that are likely to be relevant in a combat encounter and that require some explanation.\n\n=== Innate Lancio di incantesimi ===\nA mostro with the innate ability to cast incantesimi has the Innate Lancio di incantesimi special tratto. Unless noted otherwise, an innate incantesimo of 1st livello or higher is always cast at its lowest possible livello and can't be cast at a higher livello. If a mostro has a trucchetto where its livello matters and no livello is given, use the mostro's challenge rating.\n\nAn innate incantesimo can have special rules or restrictions. For example, a drow mage can innately cast the levitate incantesimo, but the incantesimo has a "selfo only" restriction, which means that the incantesimo affects only the drow mage.\n\nA mostro's innate incantesimi can't be swapped out with other incantesimi. If a mostro's innate incantesimi don't require tiro per colpires, no attacco bonus is given for them.\n\n=== Lancio di incantesimi ===\nA mostro with the Lancio di incantesimi special tratto has a incantatore livello and slot incantesimo, which it uses to cast its incantesimi of 1st livello and higher (as explained in the Giocatore's Handbook). The incantatore livello is also used for any trucchetti included in the privilegio.\n\nThe mostro has a list of incantesimi known or prepared from a specific classe. The list might also include incantesimi from a privilegio in that classe, such as the Dominio Divino privilegio of the chierico or the Druidoo Circle privilegio of the druido. The mostro is considered a member of that classe when attuning to or using a oggetto magiao that requires membership in the classe or access to its incantesimo list.\n\nA mostro can cast a incantesimo from its list at a higher livello if it has the slot incantesimo to do so. For example, a drow mage with the 3rd-livello fulmine bolt incantesimo can cast it as a 5th-livello incantesimo by using one of its 5th-livello greater or lesser threat than suggested by its challenge rating.\n\n=== Psionics ===\nA mostro that casts incantesimi using only the power of its mind has the psionics tag added to its Lancio di incantesimi or Innate Lancio di incantesimi special tratto. This tag carries no special rules of its own, but other parts of the game might refer to it. A mostro that has this tag typicalleato doesn't require any components to cast its incantesimi.\n\n== Azioni ==\nWhen a mostro takes its azione, it can choose from the options in the Azioni section of its stat block or use one of the azioni available to all creatura, such as the Dash or Hide azione, as described in the Giocatore's Handbook.\n\n=== Mischia and A Distanza Attacchi ===\nThe most common azioni that a mostro will take in combat are mischia and a distanza attacchi. These can be incantesimo attacchi or arma attacchi, where the "arma" might be a manufactured item or a natural arma, such as a claw or tail spike. For more information on different kinds of attacchi, see the Giocatore's Handbook.\n\nCreatura vs Bersaglio. The bersaglio of a mischia or a distanza attacco is usualleato either one creatura or one bersaglio, the difference being that a "bersaglio" can be a creatura or an object.\n\nColpito. Any danno dealt or other effects that occur as a result of an attacco colpireting a bersaglio are described after the "Colpito" notation. Hai the option of taking aveira danno or rolling the danno; for this reason, both the aveira danno and the die expression are presented.\n\nMancato. If an attacco has an effect that occurs on a mancare, that information is presented after the "Mancato:" notation.\n\nGrapple Rules for mostri\n\nMany mostri have special attacchi that allow them to quickly grapple prey. When a mostro colpito with such an attacco, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attacco says otherwise.\n\nA creatura afferrato by the mostro can use its azione to try to escape. To do so, it must succeed on a Forza (Atletica) or Destrezza (Acrobazia) check against the escape CD in the mostro's stat block. If no escape CD is given, assume the CD is 10+the mostro's Forza (Atletica) modifier.\n\n=== Multiattacco ===\nA creatura that can make multiple attacchi on its turn has the Multiattacco azione. A creatura can't use Multiattacco when making an opportunity attacco, which must be a single mischia attacco.\n\n=== Munizioni ===\nA mostro carries enough ammunition to make its a distanza attacchi. Puoi assume that a mostro has 2d4 pieces of ammunition for a thrown arma attacco, and 2d10 pieces of ammunition for a projectile arma such as a bow or crossbow.\n\n== Reazioni ==\nIf a mostro can do something special with its reazione, that information is contained here. If a creatura has no special reazione, this section is absent.\n\n== Limited Usage ==\nSome special abilities have restrictions on the number of times they can be used.\n\nX/Day. The notation "X/Day" means a special ability can be used X number of times and that a mostro must finish a riposo lungo to regain expended uses. For example, "1/Day" means a special ability can be used once and that the mostro must finish a riposo lungo to use it again.\n\nRecharge X-Y. The notation "Recharge X-Y" means a mostro can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the mostro's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the mostro regains the use of the special ability. The ability also recharges when the mostro finishes a short or riposo lungo.\n\nFor example, "Recharge 5-6" means a mostro can use the special ability once. Then, all'inizio of the mostro's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.\n\nRecharge after a Short or Riposo Lungo. This notation means that a mostro can use a special ability once and then must finish a short or riposo lungo to use it again.\n\n== Equipaggiamento ==\nA stat block rarely refers to equipaggiamento, other than armatura or armi used by a mostro. A creatura that customarily wears clothes, such as a umanooid, is assumed to be dressed appropriately.\n\nPuoi equip mostri with additional gear and trinkets however you like, and you decide how much of a mostro's equipaggiamento is recoverable after the creatura is slain and whether any of that equipaggiamento is still usable. A battered suit of armatura made for a mostro is rarely usable by someone else, for instance.\n\nIf a lancio di incantesimi mostro needs material components to cast its incantesimi, assume that it has the material components it needs to cast the incantesimi in its stat block.\n\n= Legendary Creatura =\nA legendary creatura can do things that ordinary creatura can't. It can take special azioni outside its turn, and it might exert magiao influence for miles around.\n\nIf a creatura assumes the form of a legendary creatura, such as through a incantesimo, it doesn't gain that form's legendary azioni, lair azioni, or regional effects.\n\n== Legendary Azioni ==\nA legendary creatura can take a certain number of special azioni-called legendary azioni-outside its turn. Only one legendary azione option can be used at a time and only alla fine of another creatura's turn. A creatura regains its spent legendary azioni all'inizio of its turn. It can forgo using them, and it can't use them while incapacitato or otherwise unable to take azioni. If surprised, it can't use them until after its first turn in the combat.\n\n== A Legendary Creatura's Lair ==\nA legendary creatura might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creatura that spends a great deal of time in its lair.\n\n=== Lair Azioni ===\nIf a legendary creatura has lair azioni, it can use them to harness the ambient magia in its lair. On iniziativa count 20 (losing all iniziativa ties), it can use one of its lair azione options. It can't do so while incapacitato or otherwise unable to take azioni. If surprised, it can't use one until after its first turn in the combat.\n\n=== Regional Effects ===\nThe mere presence of a legendary creatura can have stgittata and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creatura dies.\n\n

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.

\n\n\n