Exemplo n.º 1
0
class AssassinVine(Plant):
    name = "Assassin Vine"
    hit_dice = dice.D8(6)

    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackSet(Crush(dice.D8(1)),
                  special_properties=(CrushingEntanglement, ))
    ]
    base_armor_class = 15
    morale = 12
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(5))
    no_appearing = AppearingSet(dice_dungeon=dice.D4(1, 1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    treasure_type = TreasureType.U
    xp = 500
Exemplo n.º 2
0
class PolarBear(Bear):
    name = "Polar Bear"
    hit_dice = dice.D8(6)
    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackChain(
            AttackSet(Claw(dice.D6(1)), amount=2, special_properties=specialproperties.BearHug),
            AttackSet(Bite(dice.D10(1)))
        ),
        AttackSet(Crush(dice.D8(2)))
    ]
    base_armor_class = 14

    morale = 8
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40))
    no_appearing = AppearingSet(dice_dungeon=dice.D1(1), dice_wild=dice.D2(1), dice_lair=dice.D2(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = SpecialAbilitySet((LastBreath,))
    size = Size.Large
    weight = units.Pound(992)
    xp = 500
Exemplo n.º 3
0
class CaveBear(Animal):
    name = "Cave Bear"
    hit_dice = dice.D8(7)
    attack_bonus = AttackBonusTable.get_by_hit_dice(hit_dice.amount)
    attack_sets = [
        AttackChain(
            AttackSet(Claw(dice.D8(1)),
                      amount=2,
                      special_properties=specialproperties.BearHug),
            AttackSet(Bite(dice.D6(2)))),
        AttackSet(Crush(dice.D8(2)))
    ]
    base_armor_class = 15

    morale = 9
    movement = movement.MovementSet(walk=units.FeetPerGameTurn(40))
    no_appearing = AppearingSet(dice_dungeon=dice.D2(1),
                                dice_wild=dice.D2(1),
                                dice_lair=dice.D2(1))
    save_as = Fighter.level_table.levels[hit_dice.amount].saving_throws_set
    special_abilities = SpecialAbilitySet((LastBreath, ))
    xp = 670