{"name":"Kud","class":"Cleric ","level":"15","background":"Etheria","race":"Tortle\/Were-Shark","alignment":"N\/C","proficiency_bonus":"5","strength":"28","dexterity":"18","constitution":"25","intelligence":"8","wisdom":"28","charisma":"20","str_save":"5","dex_save":"4","con_save":"5","int_save":"-1","wis_save":"8","cha_save":"7","hit_die":"8","total_hit_dice":"10","acrobatics":"4","animal_handling":"6","arcana":"-2","athletics":"13","deception":"5","history":"-1","insight":"6","intimidation":"5","investigation":"-1","medicine":"6","nature":"-1","perception":"10","performance":"9","persuasion":"9","religion":"-1","sleight_of_hands":"4","stealth":"4","survival":"6","proficiencies":"","armor_class":"25","hit_points":"501","initiative":"9","speed":"45FT","proficiences_and_languages":"Armor: light armor, medium armor, shields\r\nWeapons: simple weapons\r\nTools: none\r\nSaving Throws: Wisdom, Charisma\r\nSkills: Athletics, Perception, and Persuasion","attacks":"Dragon Features\r\n\r\nBorn from Stars, Ash, and Fire\r\nGain Immunity to Fire and Vorpal damage and any creature that hits you with a melee attack while within 5 feet takes up to Double your Spell Mod (Max of 15) of Astral Damage once per round.\r\n------------\r\nLiving Time Forge\r\nYou bring a portable bauble that summons a Temporal bubble around you and teleporting your forge to your location. This Temporal Bubble only lasts for 30 mins, cannot be used by others and in combat, only you can enter and leave the bubble, and can only be used during a short\/long rest or, when you need to get a Wild Card Tool.\r\n\r\nWild Card Tool\r\nYou are able to craft any item (Non Magical Common-Rare item) needed for the situation to solve an issue.  Depending on what is being crafted it takes a duration of 1 minute in the real world to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - forge cleric level]\r\n-----------------\r\nUnbreakable Forger\r\nGain the identify spell without material costs. If you are to break an Item will forging you may roll 2d100 and choose the highest cost that doesn''t end in a break. If you roll a 100 doing this the item gains Unbreakable Trait. This feature can only activate twice per month.\r\n\r\nF-it I'll do this later \r\nIf an item does break during forging. You are able to repair things faster than normal, reduce material costs and time spent on Item Breaks by half. This effect doesn't Stack with itself. \r\n-------------------\r\nParadox Shaper's Gift\r\nA long rest grants you the ability to roll two d100s and record the numbers rolled. You can replace any Forge Check made by you or a creature you are assisting Forge. You must choose to do so before the roll, and you can replace a roll in this way only once per roll.\r\n--------------------\r\nFornaxian's Blessing\r\nGain 2 Additional Attunement Slots, 2 Draconic Prime Materials, and for each attuned item you gain +20 Max Hp, +5 Movement to All, and +10 Temp Hp after doing a short rest.\r\n\r\n-------------------------\r\nForger of all, Slave to None\r\nYou can choose one of the Forge Expertise Tables and gain all Expertises(if applicable) from the table and, then gain 1 additional Expertises from the other 2 forge tables.\r\nEx: Master Weapon Crafting then gain one Expertise from Armor and one Expertise from Wonderous.\r\n------------------------\r\nOne with the Time Forge (Old Dragon Vow)\r\nAs an action you gain advantage on ability checks and d100s  for up to 1 min or as long you are Forging. As long this is active you add an additional 1d6 to the roll. This can minus or add to your d100s rolls. You can use this feature once per long rest.\r\n--------------------\r\nTemporal Warfare\r\nWhenever you are in True Combat with an enemy, You first must succeed a martial or investigation check against the hostile creature\/object to know what the item\/creature does. Whenever, you damage the creature, you can sunder the item or creature. The creature\/object must make a Contested check of Athletics, Acrobatics, Slight of Hand, or Investigation. If they fail you seal one of the items, object, or creature abilities with a temporal seal till the start of your next turn. You can do this once per round. \r\n\r\nDisclaimer: This Ability doesn't Seal Exa-Auras, Exa-Finales, or Transformations.\r\n\r\nDeny the Void Mother\r\nWhenever you would counter or stop an ability or spell from a hostile creature. You can use a charge from a Rare or greater Magic Item to Seal that ability or spell till the Start of your next turn. You can do this once per round. \r\n---------------------\r\nDragon Vow\r\n\r\nFor the Empress!!! I Shall Know No Fear Against the Void\r\nAs an action; your items regains 1 charge for each item charge used this combat and, you heal +10 hp for each charge that was regain this way. Then you gain the following,\r\n\r\nThe Temporal Imperium's Armory \r\nRare or greater Items you make and are attuned to gain the following for one minute or when you use Megiddo Extermination\r\n\r\nWeapons: Converts all Weapon damage to Astral and any bonuses to the damage is Etheral. \r\nArmors: Your DR and Temp Hp Can't be Pierced or Ignored.\r\nShields: Your Movement gains Unstoppable.\r\nWonderous: All Saves gain +2 and if you succeed on a save due to this effect you gain 1 Time and Fate Dice. (Max of 3 per combat)\r\n\r\nYou can do this Dragon Vow twice per Long Rest.\r\n\r\nMegiddo Extermination\r\nAs an action and while you are still in this state you throw your portable bauble into the air and shoot it to summon a portal to space as your mech, ship, crab, train, or ect shoot a huge laser from your forge down into the lands below in a 120 foot radius Dealing Xd10 True Vorpal Damage to all Hostile Creatures and removing all debuffs from you and allies. X is for each item charge you used in this combat (The Max equal to your Level.)","spellcasting":"","equipment":"100,000gp\r\n85plat\r\nShield\r\nMace\r\nHoly Symbol\r\nExplorers Pack\r\nGreater Fish\r\nBroken Door\r\nAmbrosia x3\r\nSake\r\nBag of Candy\r\nKey to my Forge (Hammer)\r\nArmor Of Smug\r\nPotion of Haste\r\nOwl Bear Plush\r\nviolet-backed starling plushie ","personality_trait":"","ideal":"","bond":"","flaw":"","features_and_traits":"Tough\r\nYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.\r\n\r\n War Caster\r\n\r\nPrerequisites: The ability to cast at least one spell\r\nYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:\r\nYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.\r\nYou can perform the somatic components of spells even when you have weapons or a shield in one or both hands.\r\nWhen a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.\r\n\r\nSmithy Fiery Nature: \r\nGain immunity to fire damage and any creature that hits you with a melee attack while within 5 feet takes up to you Spell Mod of Fire Damage.(edited)\r\n\r\n I Can Make That: \r\nWith the right tools, you are able to craft any (common) item needed for the situation to solve an issue. Depending on what is being crafted it takes a duration of 1 minute and up to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - forge cleric level](edited)\r\n\r\nCurious Forger: \r\nYou are able to craft magic items. Gain the identify spell without material costs. You are able to repair things faster than normal, reduce material costs and time spent on repairing items.\r\n\r\nShaper's Gift:\r\nA long rest grants you the ability to roll two d20s and record the numbers rolled. You can replace any tool check made by you or a creature you are assisting. You must choose to do so before the roll, and you can replace a roll in this way only once per roll.\r\n\r\nNow This is an Item\r\nItems you make and use are considered to gain the following if they aren't a +X item already or Lower\r\nWeapons: +2 to Hit and Damage or Additional Weapon Dice.\r\nArmors: +2 AC or Gain 3 DR to Slashing, Piercing, and Bludgeoning\r\nShields: +2 AC or able to make a Shield Bash that Deals an Additional D6.\r\nWonderous: Gain an Additional Charge of an Ability or +5 to HP (Max of 20).\r\n\r\nArmed Forger\r\nGain 2 Additional Attunement Slots\r\n\r\n(Dragon's Vow) Artisan Style: As an action you gain advantage on ability checks made with tools for up to 1 hour or as long you are Forging. As long Artisan Style is active you add an additional 1d4 to the roll. The DC for the creation of items is lowered by half your Character Level. You can use this Vow once per long rest.\r\n\r\nForge Domain: Soul of the Forge\r\nXGE p18\r\nStarting at 6th level, your mastery of the forge grants you special abilities:\r\n\r\nYou gain resistance to fire damage.\r\nWhile wearing heavy armor, you gain a +1 bonus to AC.\r\nLife Domain: Blessed Healer\r\n\r\nBeginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.\r\n\r\nForge Domain: Divine Strike\r\nAt 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\nLife Domain: Divine Strike\r\nAt 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.\r\n\r\n\r\nTelekinetic\r\nYou learn to move things with your mind, granting you the following benefits:\r\nIncrease your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\r\nYou learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.\r\nAs a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.\r\n\r\nMind Shield\r\nYou gain Resistance to Psychic Dmg, mind cant be read anymore immune to illusions and charms, and possession.\r\n\r\nTelepathic\r\n\r\nYou awaken the ability to mentally connect with others, granting you the following benefits:\r\nIncrease your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.\r\nYou can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.\r\nYou can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.\r\n\r\nObservant:\r\n\r\nQuick to notice details of your environment, you gain the following benefits:\r\nIncrease your Intelligence or Wisdom by 1, to a maximum of 20.\r\nIf you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.\r\nYou have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.\r\n\r\nSecond Wind\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\nAction Surge\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\nExtra Attack\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\nImproved Sentinel\r\nSentinel plus if you hit their action stops\r\n\r\n\r\nGunner\r\nYou have a quick hand and keen eye when employing firearms, granting you the following benefits:\r\nIncrease your Dexterity score by 1, to a maximum of 20.\r\nYou gain proficiency with firearms (see \"Firearms\" in the Dungeon Master's Guide).\r\nYou ignore the loading property of firearms.\r\nBeing within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls\r\n\r\n","total_spell_slots_1":"4","total_spell_slots_2":"3","total_spell_slots_3":"3","total_spell_slots_4":"2","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"Armor of The Zamuza\r\nAspect of Bastet\r\n+3 Full Plate\r\nPower Attunement: Strength and Cleric\r\n----------------------------------------------\r\n\r\nPower Attunement- This can be only Attuned once you have 20 or more Strength and only be a Single Class :Cleric. Once attuned you gain +2 Wisdom to your Score.\r\n\r\nHull Breacher-Breakthrough till they sink!\r\nYou have Expertise in Athletics regardless of not having Proficiency. Once you knock down or Prone a Hostile Creature you shred their AC by 2 for 3 rounds (This Effect Doesn't Stack Itself) and be able to do one Weapon Attack or cast Inflict Wounds as one Free Action. You can only do this free action 3 times per Sun Rise.\r\n\r\nKeelhauled- No You Get HERE!\r\nYour armor has a Holy Symbol of your Corresponding Dragon on the arm of your weapon. When you touch upon the Symbol it will change to a Grappling Anchor. As a Bonus Action you maybe able to hook up to onto a Hostile Creature up to 50 feet. To hook on to the Creature make an Athletics roll then the DC is the result rolled vs the Creatures Dex or Str Save(Player Choice). Once hooked you move forward 20 Feet towards the Creature and whenever the Creature moves you are pulled in tow with them. If you have the Spell Spirit Guardians up you make the Athletics roll with advantage and move an additional 10 feet Towards the Hooked Creature as your spirits assist you in hooking the Creature. You may summon the Grappling Anchor up to 3 times per Sun Rise.\r\n\r\nRaiding Party- We got them now together as a Crew.\r\nWhen you successfully Keelhauled a Creature you may summon a Golden Tether to have an Ally within 30 feet of you grab on to. Once this is tethered to an ally as an Action you may activate the Grappling Anchor  to pull yourself and your ally straight towards the Hostile Creature to be within 5 feet. Once you do this the Creature must do a DEX save DC of 8+Prof+STR or Take Xd10 of Bludgeoning Damage (X is you and your Tethered Ally STR modifier. Max of 10d10) and if the creature is larger than you they are Mounted by you and your Ally. You can only do this free action 2 times per Sun Rise.\r\n\r\nRespect of The Pirate Queen- Once you Keelhauled 20 different Hunting or Dreadborn Creatures and Successfully did a Raiding Party 10 times you will get a Meeting with the Elder of the Seas.(15\/20)\r\n\r\nDonny's Blessing- The Void Touched Detriment has been Nullified. However the Void is still watching and waiting for the upgrade to attack\r\n\r\nTravelers Shield\r\nAttunment\r\nMundane Magic Item made by Kud\r\n-------------------\r\nPathfinder: As a bonus action. you are unaffected by difficult terrain for 10 min. You can use this ability once per long rest.\r\n\r\nStrider: your movement speed is increased by 5 fee\r\n\r\nForging Hammer of Augustus\r\nAspect of Leonidas\r\nWarhammer\/Forge Hammer\r\nExclusive Attunement\/Power Attunement- Spirits of Fabrication, Order of Tomorrow, Psychedelic Stars,  Verum Regum, Archangels of the Afterlife, or Primal Thunder\r\n=================\r\n\r\nPower Attunement- To wield this you must have 20 STR or More. Once Attuned your crit range for Forging and Hitting is increased to 19-20.\r\n\r\nDragon's Greatness- While rolling for Forging you can always count the First Roll as a Natural 20.\r\n\r\nDio's Smite- Smiting or Casting on hit spells (Like Branding Smite) through this weapon is able to go through Resistances.\r\n\r\nSmiting Hammer- Smites and Spells like Smite is able to increase the Dragon Aspects roll for the damaged rolled. (Example; 1st level Smites roll 2d8 and the total is increase to the dragon roll)\r\n====================\r\nThis Item cannot be upgraded\r\n\r\n====================================================\r\nBelt of Beard\r\nCommon Magic Item\r\n-------------------------\r\nEffect: You grow a full beard of a random color of your choice. The beard disapears if you take off the belt.\r\n====================================================\r\n\r\nGinormous Taiko Drum\r\nMundane item\r\n\r\nTo perform, the wielder must have at least a 15 in strength (or a +3 or higher to athletics checks). These allow the wielder to make a performance check with their strength modifier instead of their charisma, but it is still a Performance Check for the sake of requisite skill. This item cannot be used in the facilitation of an effect spell or ability that would normally use an instrument, unless such specifies the allowance of Ginormous Taiko Drums\r\n\r\nBarrrage Shield. +2 shield, magical.\r\n\r\nBrrrace: You can only use this if you didnt move this round. As a bonus action you secure the shield into the ground, clamping it giving half cover. Creatures that hit you take 1d8 cold damage as the shield emits frosted spikes. You need to use an action to remove the shield from the ground. 3 times per long rest.\r\n\r\nBarrrage: If brace is active you can use your action to blast in a 15ft cone for 2d6 cold damage 3 times. Creatures in the cone need to make 3 con saves of DC 20 or have their movement reduced by 10 for each fail. If the creature saves, it takes half damage and doesnt reduce its movement. 3 times per long rest.\r\n\r\nCube of Force\r\n\r\nWondrous item, rare (requires attunement)\r\n\r\nThis cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\r\n\r\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\r\n\r\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\r\n\r\n\r\nCube of Force Faces\r\nFace\tCharges\tEffect\r\n1\t1\tGases, wind, and fog can't pass through the barrier.\r\n2\t2\tNonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.\r\n3\t3\tLiving matter can't pass through the barrier.\r\n4\t4\tSpell effects can't pass through the barrier.\r\n5\t5\tNothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.\r\n6\t0\tThe barrier deactivates.\r\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\r\n\r\nSpell or Item\tCharges Lost\r\nDisintegrate\t1d12\r\nHorn of Blasting\t1d10\r\nPasswall\t1d6\r\nPrismatic Spray\t1d20\r\nWall of Fire\t1d4\r\n\r\nHelm of Telepotation\r\nWondrous item, rare (requires attunement)\r\n\r\nThis helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn.\r\n\r\nWand of Fireballs\r\n\r\nWand, rare (requires attunement by a spellcaster)\r\n\r\nThis wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\r\n\r\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\r\n\r\nWand of Lightning Bolts\r\nSource: Dungeon Master's Guide\r\n\r\nWand, rare (requires attunement by a spellcaster)\r\n\r\nThis wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Lightning Bolt (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\r\n\r\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\r\n\r\nWand of Magic Missiles\r\nSource: Dungeon Master's Guide\r\n\r\nWand, uncommon\r\n\r\nThis wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile from it. For 1 charge, you cast the 1st-level version of the spell. You can increases the spell slot level by one for each additional charge you expend.\r\n\r\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\r\n\r\nLantern of revealing\r\n\r\nThe Eternal Ring\r\n\r\nDraconic rarity made from a prime material of Violeta\r\nWonderous +3 arcane focus\r\nAttunment: Tortle Forger, Major Devil or a creature of great Sin\r\n\r\nThe One Ring ever forged by Infernus in the deepest parts of the 9 hells, made to control and dominate anyone where the hellfire shines.\r\n----------------------------------------------\r\nThe One to Rule them all: This ring has the property of absorbing other magical rings within itself gaining their properties. The rings power limit is that of his users highest mental modifier to a max of 9 (aka 28 wisdom = 9 slots). You can only absorb rings that are lower rarity than this one. Once a ring is absored, a slot is sealed and it cant be replaced until the owner suffers true death or is given away permanently.\r\n\r\nOf Sinners and Hellflame:\r\nYou gain a 10 ft radius of dim light made from embers of hellfire produces around you, these embers resemble tiny eyelike shades.\r\nCreatures that enter 10 ft of you or start their turn within it must make a Charisma Saving throw against your spellcasting DC. Upon failure they are under the Dominate spell traits (Person, Beast, Monster), if a creature succeeds nothing happens. The creatures under Dominate spell from this ability repeat the save at the end of their turn, on success they are immune to it for 1d4 turns.\r\nCreatures that are Evil have disadvantage on the saves.\r\n \r\nThe World in Ash: Once per day, you can use an action to create a 400ft sphere of Infernus's personal Hellscape anchored on the spot where you stood upon using this ability. This realm comes with the following effects. This ability last for one minute and it can be extended by an additional round if fed with 50 hp from your own health pool, this health fed this way cant be regained until you finish a long rest.\r\n\r\nYou are empowered by the realm and gain Hells Rage, similar to barbarian rage except all the penalties of rage are removed, you can cast spells and heavy armor doesnt negate anything etc, but gain all the positive attributes.\r\n----------------------\r\nYou gain the following lair actions that you can use as a legendary actions twice or once depending on the points spend a turn:\r\n\r\nChains of the Damned (1 point):  You can designate up to your proficiency modifier creatures within the realm to be struck by chains of the damned, this chains have a to hit modifier equal to your spellcasting attack modifier, they deal 5d6 hellfire damage and restrain the target. The target can attack the chains on their turn needing to deal minimum of 30 damage to break them or make a DC strength save against your spellcasting DC to not be restrained at the end of their turn.\r\n\r\nWrath of the Dark Flame below (2 points):  You can choose for the area to shrink too 100 ft radius but in doing so open the ground beneath the shrinked area to become a giant maw of hellfire, every creature in the sphere on the start of their turn need to make a Con Save Dc equal to your spellcasting modifier or be stunned for 1 turn and take 30d10 piercing and hellfire damage as the teeth of the maw open their teeth and start ripping into the victim within. On a succesful save they take 15d10 hellfire\/piercing damage. The wielder of the ring is immune to Wrath of the Dark Flame Below.","class_features":"","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"510555","world":""}