jbhaywood / 5e-statblock-importer

A module for FoundryVTT that creates a new actor from any 5e monster or NPC statblock.
MIT License
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Will not import spellbook #112

Closed melovenmnms closed 5 months ago

melovenmnms commented 5 months ago

I am having issues getting the spells for Larloch to import. Everything else looks good and I was able to import Niv-Mizzet with no issues. I checked both text blocks side by side and cannot find a reason why it will not import Larloch's spells.

Niv-Mizzet Gargantuan Dragon, Chaotic Neutral

Armor Class 22 natural armor Hit Points 370 (19d20 + 171) Speed 40 ft., climb 30 ft., fly 80 ft.

STR 29 (+9) DEX 14 (+2) CON 29 (+9) INT 30 (+10) WIS 17 (+3) CHA 25 (+7)

Saving Throws CON +17, INT +18, WIS +11 Skills Arcana +18, Insight +11, Perception +11 Damage Resistances Cold, Psychic, Thunder Damage Immunities Fire, Lightning Condition Immunities Charmed Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21 Languages Common, Draconic Challenge 26 (90,000 XP) Proficiency Bonus +8

Legendary Resistance (3/Day). If Niv-Mizzet fails a saving throw, he can choose to succeed instead.

Locus of the Firemind. Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.

Magic Resistance. Niv-Mizzet has advantage on saving throws against spells and other magical effects.

Master Chemister. When Niv-Mizzet casts a spell that deals damage, he can change the spell’s damage to cold, fire, force, lightning, or thunder.

Spellcasting. Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant

2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray

3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow

4th level (3 slots): confusion, dimension door, fabricate, polymorph, wall of fire

5th level (2 slots): conjure elemental, wall of force

6th level (1 slot): chain lightning, disintegrate, true seeing

7th level (1 slot): project image, reverse gravity, teleport

8th level (1 slot): control weather, maze, power word stun

9th level (1 slot): prismatic wall

Actions Multiattack. Niv-Mizzet makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage.

Fire Breath (Recharge 5–6). Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions Niv-Mizzet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn.

Cantrip. Niv-Mizzet casts one of his cantrips.

Tail Attack. Niv-Mizzet makes a tail attack.

Wing Attack (Costs 2 Actions). Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed.

Dracogenius (Costs 3 Actions). Niv-Mizzet regains a spell slot of 3rd level or lower.


Larloch Medium Undead, Lawful Evil

Armor Class 22 (natural armor, bracers of defense) Hit Points 323 (34d8 + 170) Speed 30 ft.

STR 14 (+2) DEX 16 (+3) CON 20 (+5) INT 28 (+9) WIS 22 (+6) CHA 20 (+5)

Saving Throws CON +13, INT +17, WIS +14 Skills Arcana +16, History +16, Insight +13, Nature +16, Perception +13, Religion +16 Damage Resistances Acid, Fire; Bludgeoning, Piercing, and Slashing from Magic Weapons Damage Immunities Cold, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Restrained, Stunned Senses Truesight 120 ft., Passive Perception 22 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon Challenge 27 (105,000 XP) Proficiency Bonus +8

Contingency. If Larloch is ever brought below 50 hit points his contingency triggers and resilient sphere is cast on him, ending any concentration he had on another spell.

Cursed Touch. Due to magical enchantments placed on his body, his very touch invokes a curse. Any creature that touches him or any creature that he touches is subjected to a bestow curse spell. Lasting until dispelled and requiring no concentration from Larloch.

Ioun Stones. Larloch has over two dozen ioun stones floating around his head. They grant him the following abilities:

+2 to all abilities, AC, and Saving Throws. Proficiency in the Arcana, History, Nature, and Religion skills. Resistance to Acid, Fire, and Damage from Magical Weapons. Immunity to Cold, Lightning, and Nonmagical Damage. Truesight out to 120 ft. The constant effect of the following spells: detect magic, foresight, freedom of movement, mind blank, tongues, water walk. Legendary Resistance (3/Day). If Larloch fails a saving throw, he can choose to succeed instead.

Rejuvenation. Larloch’s body turns to dust when he drops to 0 hit points (after using his Shadow King's Curse), and his equipment is left behind. Larloch gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Larloch’s phylactery, the location of which is hidden.

Shadow King's Curse (Mythic Trait; Recharges after a Short or Long Rest). If Larloch would be reduced to 0 hit points, instead his current hit point total resets to 200 hit points, and he regains any expended uses of Legendary Resistance. As the magic enchantment on his body is broken he loses his Cursed Touch, Vulnerability to silvered weapons, Paralyzing Touch and Staff action, and his walking speed becomes 0. Larloch gains the Avoidance trait, Howl and Life Drain actions, and a fly speed of 30 feet. Additionally, Larloch can now use the options in the "Mythic Actions" section for 1 hour. Award the party an additional 105,000 XP (210,000 XP total) for defeating Larloch after he invokes the Shadow King's Curse.

Special Equipment. Larloch carries a staff of the magi. He wears an amulet of the planes, bracers of defense, a cloak of displacement, and a ring of x-ray vision.

Spellcasting. Larloch is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +19 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): mage hand, ray of frost, shocking grasp

1st level (at will): magic missile, ray of sickness, shield

2nd level (at will): arcane lock, knock, web

3rd level (at will): animate dead, counterspell, dispel magic, haste

4th level (3 slots): arcane eye, blight, ice storm, phantasmal killer

5th level (3 slots): cloudkill, hold monster, wall of force

6th level (3 slots): chain lightning, circle of death, disintegrate, soul cage

7th level (3 slots): etherealness, finger of death, plane shift, teleport

8th level (2 slots): devastate undead, feeblemind, maze,

9th level (2 slots): gate, time stop

Turn Immunity. Larloch is immune to effects that turn undead.

Vulnerability. Larloch is vulnerable to damage from silvered weapons.

Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Staff. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage when used with two hands.

Legendary Actions Larloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Larloch regains spent legendary actions at the start of his turn.

At-Will Spell. Larloch casts one of his at-will spells.

Melee Attack. Larloch uses Paralyzing Touch or makes one melee attack with his staff.

Frightening Gaze (Costs 2 Actions). Larloch fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effet ends on it, the target is immune to Larloch's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Larloch must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.

Mythic Actions If Larloch's Shadow King's Curse has activated in the last hour, he can use the options below as legendary actions.

Flight. Larloch flies up to half his flying speed.

Energy Drain (Costs 2 Actions). Each creature within 30 feet of Larloch must make a DC 18 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 20 (5d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.

Vile Curse (Costs 3 Actions). Larloch targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.


And it is resolved. There was a comma behind the 8th level maze spell that threw everything off. It is working great!

melovenmnms commented 5 months ago

Make sure there are no hiding punctuations. This module is basically a compiler so all punctuation matters!