Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?cr=3&ordering=condition_immunities&page=3
https://api.open5e.com/monsters/?cr=3&ordering=condition_immunities&page=4", "previous": "https://api.open5e.com/monsters/?cr=3&ordering=condition_immunities&page=2", "results": [ { "slug": "blue-dragon-wyrmling", "desc": "", "name": "Blue Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Blue Dragon", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30, "burrow": 15, "fly": 60 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 12, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 4, "perception": 4, "skills": { "perception": 4, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.", "attack_bonus": 5, "damage_dice": "1d10+1d6", "damage_bonus": 3 }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 284, "environments": [ "Desert" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_blue-dragon-wyrmling/" }, { "slug": "giant-scorpion", "desc": "", "name": "Giant Scorpion", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d10+14", "speed": { "walk": 40 }, "strength": 15, "dexterity": 13, "constitution": 15, "intelligence": 1, "wisdom": 9, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 9", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 }, { "name": "Multiattack", "desc": "The scorpion makes three attacks: two with its claws and one with its sting." }, { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 4, "damage_dice": "1d10", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 378, "environments": [ "Desert", "Jungle", "Shadowfell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_giant-scorpion/" }, { "slug": "gold-dragon-wyrmling", "desc": "", "name": "Gold Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": "Gold Dragon", "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 19, "dexterity": 14, "constitution": 17, "intelligence": 14, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 5, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10", "damage_bonus": 4 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 0, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 300, "environments": [ "Grassland", "Astral Plane", "Ruin", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_gold-dragon-wyrmling/" }, { "slug": "green-hag", "desc": "", "name": "Green Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": "Hags", "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "arcana": 3, "deception": 4, "perception": 4, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Draconic, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8", "damage_bonus": 4 }, { "name": "Illusory Appearance", "desc": "The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised." }, { "name": "Invisible Passage", "desc": "The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:\n\nAt will: dancing lights, minor illusion, vicious mockery" }, { "name": "Mimicry", "desc": "The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check." }, { "name": "Hag Coven", "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos." }, { "name": "Shared Spellcasting (Coven Only)", "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier." }, { "name": "Hag Eye (Coven Only)", "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over." } ], "spell_list": [ "https://api.open5e.com/v2/spells/dancing-lights/", "https://api.open5e.com/v2/spells/minor-illusion/", "https://api.open5e.com/v2/spells/vicious-mockery/", "https://api.open5e.com/v2/spells/identify/", "https://api.open5e.com/v2/spells/ray-of-sickness/", "https://api.open5e.com/v2/spells/hold-person/", "https://api.open5e.com/v2/spells/locate-object/", "https://api.open5e.com/v2/spells/bestow-curse/", "https://api.open5e.com/v2/spells/counterspell/", "https://api.open5e.com/v2/spells/lightning-bolt/", "https://api.open5e.com/v2/spells/phantasmal-killer/", "https://api.open5e.com/v2/spells/polymorph/", "https://api.open5e.com/v2/spells/contact-other-plane/", "https://api.open5e.com/v2/spells/scrying/", "https://api.open5e.com/v2/spells/eye-bite/" ], "page_no": 319, "environments": [ "Hill", "Forest", "Ruin", "Swamp", "Jungle", "Feywild", "Shadowfell", "Caverns", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_green-hag/" }, { "slug": "hell-hound", "desc": "", "name": "Hell Hound", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "7d8+14", "speed": { "walk": 50 }, "strength": 17, "dexterity": 12, "constitution": 14, "intelligence": 6, "wisdom": 13, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Infernal but can't speak it", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.", "attack_bonus": 5, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Pack Tactics", "desc": "The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated." } ], "spell_list": [], "page_no": 321, "environments": [ "Underdark", "Desert", "Astral Plane", "Mountains", "Plane Of Fire", "Laboratory", "Shadowfell", "Mountain", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_hell-hound/" }, { "slug": "killer-whale", "desc": "", "name": "Killer Whale", "size": "Huge", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d12+12", "speed": { "swim": 60 }, "strength": 19, "dexterity": 10, "constitution": 13, "intelligence": 3, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 120 ft., passive Perception 13", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Echolocation", "desc": "The whale can't use its blindsight while deafened." }, { "name": "Hold Breath", "desc": "The whale can hold its breath for 30 minutes" }, { "name": "Keen Hearing", "desc": "The whale has advantage on Wisdom (Perception) checks that rely on hearing." } ], "spell_list": [], "page_no": 383, "environments": [ "Underwater", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_killer-whale/" }, { "slug": "knight", "desc": "**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.", "name": "Knight", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 18, "armor_desc": "plate", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 16, "dexterity": 11, "constitution": 14, "intelligence": 11, "wisdom": 11, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "any one language (usually Common)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The knight makes two melee attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.", "attack_bonus": 2, "damage_dice": "1d10" }, { "name": "Leadership (Recharges after a Short or Long Rest)", "desc": "For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brave", "desc": "The knight has advantage on saving throws against being frightened." } ], "spell_list": [], "page_no": 400, "environments": [ "Temple", "Urban", "Hills", "Mountains", "Grassland", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_knight/" }, { "slug": "manticore", "desc": "", "name": "Manticore", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 68, "hit_dice": "8d10+24", "speed": { "walk": 30, "fly": 50 }, "strength": 17, "dexterity": 16, "constitution": 17, "intelligence": 7, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Tail Spike", "desc": "Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tail Spike Regrowth", "desc": "The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest." } ], "spell_list": [], "page_no": 329, "environments": [ "Hill", "Desert", "Mountains", "Coastal", "Tundra", "Grassland", "Forest", "Arctic", "Jungle", "Hills", "Mountain" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_manticore/" }, { "slug": "minotaur", "desc": "", "name": "Minotaur", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d10+27", "speed": { "walk": 40 }, "strength": 18, "dexterity": 11, "constitution": 16, "intelligence": 6, "wisdom": 16, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Greataxe", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d12", "damage_bonus": 4 }, { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d8", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.", "attack_bonus": 0, "damage_dice": "2d8" }, { "name": "Labyrinthine Recall", "desc": "The minotaur can perfectly recall any path it has traveled." }, { "name": "Reckless", "desc": "At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn." } ], "spell_list": [], "page_no": 333, "environments": [ "Underdark", "Abyss", "Plane Of Earth", "Caverns" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_minotaur/" }, { "slug": "nightmare", "desc": "", "name": "Nightmare", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 68, "hit_dice": "8d10+24", "speed": { "walk": 60, "fly": 90 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 11", "languages": "understands Abyssal, Common, and Infernal but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.", "attack_bonus": 6, "damage_dice": "2d8+2d6", "damage_bonus": 4 }, { "name": "Ethereal Stride", "desc": "The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Confer Fire Resistance", "desc": "The nightmare can grant resistance to fire damage to anyone riding it." }, { "name": "Illumination", "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet." } ], "spell_list": [], "page_no": 336, "environments": [ "Abyss", "Shadowfell", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_nightmare/" }, { "slug": "owlbear", "desc": "", "name": "Owlbear", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 59, "hit_dice": "7d10+21", "speed": { "walk": 40 }, "strength": 20, "dexterity": 12, "constitution": 17, "intelligence": 3, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The owlbear makes two attacks: one with its beak and one with its claws." }, { "name": "Beak", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d10", "damage_bonus": 5 }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8", "damage_bonus": 5 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight and Smell", "desc": "The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell." } ], "spell_list": [], "page_no": 339, "environments": [ "Jungle", "Hills", "Feywild", "Mountains", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_owlbear/" }, { "slug": "phase-spider", "desc": "A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.", "name": "Phase Spider", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d10+5", "speed": { "walk": 30, "climb": 30 }, "strength": 15, "dexterity": 15, "constitution": 12, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.", "attack_bonus": 4, "damage_dice": "1d10", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ethereal Jaunt", "desc": "As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa." }, { "name": "Spider Climb", "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Walker", "desc": "The spider ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 385, "environments": [ "Hill", "Underdark", "Urban", "Astral Plane", "Mountains", "Grassland", "Forest", "Ruin", "Ethereal Plane", "Feywild", "Shadowfell", "Caverns" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_phase-spider/" }, { "slug": "veteran", "desc": "**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.", "name": "Veteran", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 17, "armor_desc": "splint", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "athletics": 5, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any one language (usually Common)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.", "attack_bonus": 5, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d10", "damage_bonus": 1 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 403, "environments": [ "Hill", "Desert", "Underdark", "Urban", "Mountains", "Coastal", "Grassland", "Forest", "Arctic", "Hills", "Mountain", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_veteran/" }, { "slug": "werewolf", "desc": "", "name": "Werewolf", "size": "Medium", "type": "Humanoid", "subtype": "human", "group": "Lycanthropes", "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "11 in humanoid form, 12 (natural armor) in wolf or hybrid form", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "notes": "40 ft. in wolf form", "walk": 30 }, "strength": 15, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "", "senses": "passive Perception 14", "languages": "Common (can't speak in wolf form)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack (Humanoid or Hybrid Form Only)", "desc": "The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)." }, { "name": "Bite (Wolf or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 }, { "name": "Claws (Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d4", "damage_bonus": 2 }, { "name": "Spear (Humanoid Form Only)", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 4, "damage_dice": "1d6", "damage_bonus": -2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Keen Hearing and Smell", "desc": "The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 328, "environments": [ "Hill", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_werewolf/" }, { "slug": "winter-wolf", "desc": "The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves'deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.", "name": "Winter Wolf", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "walk": 50 }, "strength": 18, "dexterity": 13, "constitution": 14, "intelligence": 7, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "passive Perception 15", "languages": "Common, Giant, Winter Wolf", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Pack Tactics", "desc": "The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated." }, { "name": "Snow Camouflage", "desc": "The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." } ], "spell_list": [], "page_no": 392, "environments": [ "Arctic" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_winter-wolf/" }, { "slug": "alseid-grovekeeper", "desc": "", "name": "Alseid Grovekeeper", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "studded leather Armor", "hit_points": 71, "hit_dice": "13d8+13", "speed": { "walk": 40 }, "strength": 13, "dexterity": 17, "constitution": 12, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 3, "perception": 5, "stealth": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Quarterstaff", "desc": "Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.", "attack_bonus": 3, "damage_dice": "1d6+1" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spellcasting", "desc": "the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic" }, { "name": "Woodfriend", "desc": "When in a forest, alseid leave no tracks and automatically discern true north." } ], "spell_list": [], "page_no": 15, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_alseid-grovekeeper/" }, { "slug": "amphiptere", "desc": "_The amphiptere is most commonly found as a flight of gold-crested, bat-winged serpents bursting from the foliage._ \n**Tiny Wyverns.** An amphiptere has batlike wings and a stinger similar to a wyvern’s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers. \n**Swooping and Swift.** They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers. \n**Strength in Flocks.** Despite their fighting ability, amphipteres are not particularly brave. Most often, they tend to lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill.", "name": "Amphiptere", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 20, "climb": 20, "fly": 60, "swim": 20 }, "strength": 11, "dexterity": 18, "constitution": 17, "intelligence": 2, "wisdom": 16, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., passive Perception 15", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The amphiptere makes one bite attack and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.", "attack_bonus": 6, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Swarming", "desc": "Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated." } ], "spell_list": [], "page_no": 16, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_amphiptere/" }, { "slug": "arboreal-grappler", "desc": "_Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below._ \nAn arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur. \n**Carry Prey to the Heights.** Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across. \n**Clans in the Canopy.** Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check. \n**Carnivorous Elf Hunters.** Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures.", "name": "Arboreal Grappler", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 10, "climb": 40 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The arboreal grappler makes one bite attack and two tentacle attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Boscage Brachiation", "desc": "The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing." } ], "spell_list": [], "page_no": 25, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_arboreal-grappler/" }, { "slug": "bagiennik", "desc": "_With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous—but it might be, if most of it wasn’t concealed by a thick coating of muck and mud._ \n**Bathing Uglies.** When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours it seeks a target for mischief or charity. \n**Unpredictable Moods.** One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to spray its oil onto. If a victim drops to 0 hit points, the foul-tempered bagiennik applies healing oil to stabilize them, grumbling all the while. \n**Acid Oils.** Collecting a dead bagiennik’s black oils must be done within an hour of the creature’s death. A successful DC 15 Wisdom (Medicine) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik. A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of mud and muck.", "name": "Bagiennik", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "swim": 40 }, "strength": 16, "dexterity": 18, "constitution": 16, "intelligence": 9, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The bagiennik makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "4d6" }, { "name": "Acid Spray", "desc": "Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.", "attack_bonus": 6, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Healing Oil", "desc": "A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute." } ], "spell_list": [], "page_no": 31, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_bagiennik/" }, { "slug": "bearfolk", "desc": "_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._ \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds. \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.", "name": "Bearfolk", "size": "Medium", "type": "Humanoid", "subtype": "bearfolk", "group": null, "alignment": "chaotic good", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 40 }, "strength": 19, "dexterity": 14, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Giant", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite." }, { "name": "Battleaxe", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.", "attack_bonus": 6, "damage_dice": "1d8" }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Warhammer", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.", "attack_bonus": 6, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Frenzy (1/rest)", "desc": "As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage." }, { "name": "Keen Smell", "desc": "The bearfolk has advantage on Wisdom (Perception) checks that rely on smell." } ], "spell_list": [], "page_no": 33, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_bearfolk/" }, { "slug": "duskthorn-dryad", "desc": "_A duskthorn dryad is a striking woman with obvious fey features and skin the color of slate, often found in the shade of an ancient tree. Clothed in vines and leaves, it can be difficult to tell where one leaves off and the other begins._ \n**Creeper Vine Spirits.** Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees and use them as a home for their vines to cling to. They can travel through trees to escape their foes but must stay near their vines. \n**Create Guardians.** Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. These defenders are linked to the tree and vines that animated them, are controlled by hearts within the tree. If the hearts are destroyed, the servants wither or scatter.", "name": "Duskthorn Dryad", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 24, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "deception": 9, "nature": 6, "perception": 4, "persuasion": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d4" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, druidcraft\n\n3/day each: charm person, entangle, invisibility, magic missile\n\n1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns" }, { "name": "Magic Resistance", "desc": "The dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Speak with Beasts and Plants", "desc": "The dryad can communicate with beasts and plants as if they shared a language." }, { "name": "Tree Stride", "desc": "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." }, { "name": "Tree Dependent", "desc": "The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual." } ], "spell_list": [], "page_no": 160, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_duskthorn-dryad/" }, { "slug": "elvish-veteran-archer", "desc": "", "name": "Elvish Veteran Archer", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "chaotic good or chaotic neutral", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 12, "intelligence": 11, "wisdom": 13, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 2, "perception": 5, "stealth": 5, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "Common, Elvish", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The elvish veteran archer makes two melee attacks or three ranged attacks." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d8" }, { "name": "Volley (Recharge 6)", "desc": "The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Beast Hunter", "desc": "The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts." }, { "name": "Fey Ancestry", "desc": "The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep." }, { "name": "Keen Hearing and Sight", "desc": "The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight." }, { "name": "Magic Weapons", "desc": "The elvish veteran archer's weapon attacks are magical." }, { "name": "Stealthy Traveler", "desc": "The elvish veteran archer can use Stealth while traveling at a normal pace." }, { "name": "Surprise Attack", "desc": "If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack." } ], "spell_list": [], "page_no": 422, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_elvish-veteran-archer/" }, { "slug": "far-darrig", "desc": "_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._ \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms. \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives. \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters. \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.", "name": "Far Darrig", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 104, "hit_dice": "16d6+48", "speed": { "walk": 20 }, "strength": 15, "dexterity": 16, "constitution": 17, "intelligence": 11, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": 5, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "medicine": 6, "nature": 4, "perception": 6, "survival": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Elvish, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The far darrig makes four antler glaive attacks." }, { "name": "Antler Glaive", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Enchanted Glaive Maneuvers", "desc": "A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride" } ], "spell_list": [], "page_no": 179, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_far-darrig/" }, { "slug": "flame-dragon-wyrmling", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Flame Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30, "climb": 30, "fly": 60 }, "strength": 12, "dexterity": 14, "constitution": 15, "intelligence": 13, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 5, "perception": 5, "skills": { "deception": 5, "insight": 3, "perception": 5, "persuasion": 5, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30ft, darkvision 120ft, passive Perception 15", "languages": "Common, Draconic, Ignan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 3, "damage_dice": "1d10+1" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 129, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_flame-dragon-wyrmling/" }, { "slug": "gnoll-havoc-runner", "desc": "_The runner is a mottled blur, a sprinting gnoll laughing as it runs, ax held high. It sprints past, its weapon flashing in the sun._ \nWith the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence. \n_**Blinding Raids.**_ Havoc runners are scouring storms across the trade routes that crisscross the tribe’s territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled.", "name": "Gnoll Havoc Runner", "size": "Medium", "type": "Humanoid", "subtype": "gnoll", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "athletics": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Gnoll", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The gnoll makes one bite attack and two battleaxe attacks." }, { "name": "Battleaxe", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Harrying Attacks", "desc": "If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn." }, { "name": "Lightning Lope", "desc": "The gnoll can Dash or Disengage as a bonus action." }, { "name": "Pack Tactics", "desc": "The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated." } ], "spell_list": [], "page_no": 230, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_gnoll-havoc-runner/" }, { "slug": "jaculus", "desc": "_This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees._ \nThe jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail. \n**Leapers.** Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary. \n**Teamwork Thievery.** Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after.", "name": "Jaculus", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d6+30", "speed": { "walk": 20, "climb": 20, "fly": 10 }, "strength": 14, "dexterity": 18, "constitution": 17, "intelligence": 13, "wisdom": 13, "charisma": 13, "strength_save": 4, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 3, "perception": 3, "skills": { "acrobatics": 6, "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The jaculus makes one jaws attack and one claws attack." }, { "name": "Jaws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "2d4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spearhead", "desc": "If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage." } ], "spell_list": [], "page_no": 258, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_jaculus/" }, { "slug": "jba-fofi-spider", "desc": "_A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color._ \nThe j’ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin. \n**Spider Pack Leaders.** The youngest are yellow in color, but their hairs turn brown as they age. Immature j’ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam. \n**Fond of Camouflage.** The natural coloring of a j’ba fofi, along with its proficiency at camouflage—their hair-like bristles are usually covered in a layer of leaves—makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs.", "name": "J'ba Fofi Spider", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "walk": 40, "climb": 40 }, "strength": 17, "dexterity": 17, "constitution": 15, "intelligence": 4, "wisdom": 13, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 11", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.", "attack_bonus": 5, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Jungle Stealth", "desc": "The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain." }, { "name": "Camouflaged Webs", "desc": "It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage)." }, { "name": "Spider Climb", "desc": "The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Spider Symbiosis", "desc": "No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi)." }, { "name": "Web Sense", "desc": "While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web." }, { "name": "Web Walker", "desc": "The j'ba fofi ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 362, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_jba-fofi-spider/" }, { "slug": "mahoru", "desc": "_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_ \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head. \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes. \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims. \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.", "name": "Mahoru", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 10, "swim": 60 }, "strength": 18, "dexterity": 19, "constitution": 14, "intelligence": 3, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "3d10" }, { "name": "Roar", "desc": "When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours." }, { "name": "Vorpal Bite", "desc": "a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The mahoru can breathe air and water." }, { "name": "Keen Sight and Smell", "desc": "The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell." }, { "name": "Pack Tactics", "desc": "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Blood Frenzy", "desc": "The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points." } ], "spell_list": [], "page_no": 281, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mahoru/" }, { "slug": "mbielu", "desc": "_This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail._ \n_**Large Plates.**_ People describe this reptilian herbivore as “the animal with planks growing out of its back.” The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields. \n_**Aquatic Herbivore.**_ An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again. \n_**Toxic Alchemy.**_ Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic contact poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.", "name": "Mbielu", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d12+30", "speed": { "walk": 30, "swim": 20 }, "strength": 19, "dexterity": 14, "constitution": 16, "intelligence": 2, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": [ { "name": "Rollover", "desc": "If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Toxic Skin", "desc": "A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws." } ], "spell_list": [], "page_no": 114, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mbielu/" }, { "slug": "mirager", "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._ \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind. \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty. \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.", "name": "Mirager", "size": "Medium", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 7, "perception": 4, "performance": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack.", "desc": "The mirager makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Thirst Kiss", "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check." }, { "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)", "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion" }, { "name": "Enthralling Mirage", "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled." } ], "spell_list": [], "page_no": 291, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mirager/" }, { "slug": "night-scorpion", "desc": "", "name": "Night Scorpion", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d10+24", "speed": { "walk": 40 }, "strength": 15, "dexterity": 14, "constitution": 14, "intelligence": 1, "wisdom": 9, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 9", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The scorpion makes three attacks: two with its claws and one with its sting." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.", "attack_bonus": 4, "damage_dice": "1d8+2" }, { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.", "attack_bonus": 4, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 340, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_night-scorpion/" }, { "slug": "pombero", "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._ \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People. \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet. \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.", "name": "Pombero", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pombero uses Charming Touch if able, and makes two fist attacks." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Charming Touch (recharge 5-6)", "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately." }, { "name": "Invisibility", "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Beast's Voice", "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds." }, { "name": "Twisted Limbs", "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain." }, { "name": "Sneak Attack (1/turn)", "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll." }, { "name": "Soft Step", "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain." } ], "spell_list": [], "page_no": 313, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_pombero/" }, { "slug": "ravenfolk-warrior", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Warrior", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "studded leather armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 2, "perception": 5, "skills": { "deception": 2, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack." }, { "name": "Ghost Wings", "desc": "The ravenfolk warrior furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Longbow", "desc": "Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage." }, { "name": "Peck", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Radiant Runespear", "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.", "attack_bonus": 3, "damage_dice": "1d12" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Odin's Call", "desc": "A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rune Weapons", "desc": "Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand." }, { "name": "Mimicry", "desc": "Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." } ], "spell_list": [], "page_no": 323, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-warrior/" }, { "slug": "spire-walker", "desc": "_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._ \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts. \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance. \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game. \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.", "name": "Spire Walker", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 38, "hit_dice": "11d4+22", "speed": { "walk": 20 }, "strength": 3, "dexterity": 18, "constitution": 14, "intelligence": 11, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing from nonmagical attacks", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Lightning Dart", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.", "attack_bonus": 6, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Energized Body", "desc": "A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage." }, { "name": "Innate Spellcasting", "desc": "the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave" }, { "name": "Steeple Step", "desc": "The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature." } ], "spell_list": [], "page_no": 367, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_spire-walker/" }, { "slug": "stygian-fat-tailed-scorpion", "desc": "_The black carapace gleams in the desert sun, and its tail drips translucent venom. Even the largest lion avoids this scorpion._ \n**Highly Venomous.** Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting. \n**Pit Traps.** A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than 5 pounds for the largest specimens—they make excellent guard animals that require little food or care, and are often kept at the bottom of pits or in rarely used tunnels. \n**Valuable Venom.** A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.", "name": "Stygian Fat-Tailed Scorpion", "size": "Tiny", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 10, "hit_dice": "4d4", "speed": { "walk": 30, "climb": 20 }, "strength": 3, "dexterity": 16, "constitution": 10, "intelligence": 1, "wisdom": 10, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The scorpion makes three attacks: two with its claws and one with its sting." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1" }, { "name": "Sting", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.", "attack_bonus": 5, "damage_dice": "6d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 340, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_stygian-fat-tailed-scorpion/" }, { "slug": "thursir-giant", "desc": "_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._ \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item. \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables. \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property. \nThursir stand nine feet tall and weigh 600 lb.", "name": "Thursir Giant", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral evil (50%) lawful evil (50%)", "armor_class": 13, "armor_desc": "chain shirt", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 40 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 13, "wisdom": 15, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarven, Giant", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two warhammer attacks." }, { "name": "Warhammer", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Runic Blood (3/day)", "desc": "Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cast Iron Stomach", "desc": "The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair." } ], "spell_list": [], "page_no": 227, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_thursir-giant/" }, { "slug": "wolf-reaver-dwarf", "desc": "", "name": "Wolf Reaver Dwarf", "size": "Medium", "type": "Humanoid", "subtype": "dwarf", "group": null, "alignment": "any chaotic", "armor_class": 16, "armor_desc": "chain shirt, shield", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 35 }, "strength": 18, "dexterity": 12, "constitution": 19, "intelligence": 9, "wisdom": 11, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 1 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Dwarvish", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The wolf reaver dwarf makes two melee or ranged attacks." }, { "name": "Battleaxe", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 6, "damage_dice": "1d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Danger Sense", "desc": "The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated." }, { "name": "Dwarven Resistance", "desc": "The wolf reaver dwarf has advantage on saving throws against poison." }, { "name": "Pack Tactics", "desc": "The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated." }, { "name": "Reckless", "desc": "At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." } ], "spell_list": [], "page_no": 426, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_wolf-reaver-dwarf/" }, { "slug": "astral-snapper", "desc": "", "name": "Astral Snapper", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 12, "armor_desc": null, "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 40 }, "strength": 12, "dexterity": 15, "constitution": 14, "intelligence": 12, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "arcana": 4, "deception": 1, "perception": 5, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Deep Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "2d6+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.\n\nFrom the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.", "name": "Astral Devour" } ], "spell_list": [], "page_no": 43, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_astral-snapper/" }, { "slug": "black-sun-priestess", "desc": "", "name": "Black Sun Priestess", "size": "Medium", "type": "Humanoid", "subtype": "orc", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "hide armor", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 9, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "insight": 6, "intimidation": 6, "religion": 1 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Orc", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 5, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.", "name": "Greatclub" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.", "name": "Aggressive" }, { "desc": "Magical darkness doesn't impede the the Black Sun priestess' darkvision.", "name": "Black Sun Sight" }, { "desc": "While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Light Sensitivity" }, { "desc": "The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians", "name": "Spellcasting" } ], "spell_list": [], "page_no": 290, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_black-sun-priestess/" }, { "slug": "bloody-bones", "desc": "", "name": "Bloody Bones", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 55, "hit_dice": "10d8+10", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 12, "intelligence": 6, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "none, but can speak through the use of its Horrific Imitation trait", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "2d4+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "name": "Claw" }, { "desc": "The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.", "name": "Dark Stare" } ], "bonus_actions": null, "reactions": [ { "desc": "When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.", "name": "Its Crown Runs Red" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.", "name": "Horrifying Aura" }, { "desc": "The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.", "name": "Horrific Imitation" } ], "spell_list": [], "page_no": 54, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_bloody-bones/" }, { "slug": "dark-eye", "desc": "", "name": "Dark Eye", "size": "Medium", "type": "Humanoid", "subtype": "dark folk", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 15, "intelligence": 9, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 13", "languages": "Common, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The dark eye makes two attacks with its dagger.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "1d4+2", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.", "name": "Dagger" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The dark eye has advantage on saving throws against being charmed or frightened.", "name": "Dark Devotion" }, { "desc": "When a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.", "name": "Gaze of Shadows" }, { "desc": "While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" } ], "spell_list": [], "page_no": 72, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_dark-eye/" }, { "slug": "dust-goblin-chieftain", "desc": "", "name": "Dust Goblin Chieftain", "size": "Small", "type": "Humanoid", "subtype": "goblinoid", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 44, "hit_dice": "8d6+16", "speed": { "walk": 30 }, "strength": 8, "dexterity": 18, "constitution": 15, "intelligence": 14, "wisdom": 13, "charisma": 13, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "intimidation": 3, "stealth": 8, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Goblin, and one ancient language", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 6, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned 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", "name": "Shortsword" }, { "attack_bonus": 6, "damage_dice": "1d8+4", "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned 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.", "name": "Light Crossbow" } ], "bonus_actions": null, "reactions": [ { "desc": "The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.", "name": "Parry" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.", "name": "Alien Mind" }, { "desc": "On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.", "name": "Cunning Action" }, { "desc": "The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.", "name": "Sneak Attack (1/Turn)" }, { "desc": "When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.", "name": "Twisted" } ], "spell_list": [], "page_no": 136, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_dust-goblin-chieftain/" }, { "slug": "edjet", "desc": "", "name": "Edjet", "size": "Medium", "type": "Humanoid", "subtype": "dragonborn", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "chain shirt", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 17, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 13, "strength_save": 6, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The dragonborn edjet makes two melee or ranged attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d10+3", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.", "name": "Halberd" }, { "attack_bonus": 6, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "name": "Shortsword" }, { "attack_bonus": 4, "damage_dice": "1d6+1", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.", "name": "Shortbow" }, { "desc": "The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.", "name": "Fire Breath (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.", "name": "Line of Battle" }, { "desc": "Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.", "name": "Martial Advantage" } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_edjet/" }, { "slug": "fang-of-the-great-wolf", "desc": "", "name": "Fang of the Great Wolf", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d10+10", "speed": { "walk": 50 }, "strength": 16, "dexterity": 13, "constitution": 13, "intelligence": 9, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "insight": 3, "perception": 5, "religion": 1 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Goblin, Worg", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 5, "damage_dice": "3d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.", "name": "Bite" }, { "desc": "The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "name": "Might of the Great Wolf (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.", "name": "Keen Hearing and Smell" } ], "spell_list": [], "page_no": 384, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_fang-of-the-great-wolf/" }, { "slug": "ghast-of-leng", "desc": "", "name": "Ghast of Leng", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "17d10+34", "speed": { "walk": 40 }, "strength": 15, "dexterity": 17, "constitution": 14, "intelligence": 4, "wisdom": 9, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 1, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "radiant", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Void Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 5, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "name": "Bite" }, { "attack_bonus": 5, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp.", "name": "Blood Frenzy" }, { "desc": "The ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell.", "name": "Keen Smell" }, { "desc": "The ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", "name": "Sunlight Hypersensitivity" } ], "spell_list": [], "page_no": 168, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ghast-of-leng/" }, { "slug": "ghost-boar", "desc": "", "name": "Ghost Boar", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 68, "hit_dice": "8d10+24", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 16, "intelligence": 7, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands Common but can't speak it", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 6, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "name": "Tusk" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.", "name": "Tusk Swipe" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "name": "Charge" }, { "desc": "When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.", "name": "Incorporeal Jaunt" }, { "desc": "If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.", "name": "Relentless (Recharges after a Short or Long Rest)" } ], "spell_list": [], "page_no": 169, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_ghost-boar/" }, { "slug": "giant-albino-bat", "desc": "", "name": "Giant Albino Bat", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d12+18", "speed": { "fly": 80, "walk": 10 }, "strength": 19, "dexterity": 16, "constitution": 15, "intelligence": 7, "wisdom": 14, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 11", "languages": "Abyssal, understands Common but can't speak it", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The bat makes two attacks: one with its bite and one with its claws.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "name": "Bite" }, { "attack_bonus": 6, "damage_dice": "2d4+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't use its claws against another target.", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The bat can't use its blindsight while deafened.", "name": "Echolocation" }, { "desc": "The bat has advantage on Wisdom (Perception) checks that rely on hearing.", "name": "Keen Hearing" } ], "spell_list": [], "page_no": 50, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_giant-albino-bat/" }, { "slug": "gnoll-slaver", "desc": "", "name": "Gnoll Slaver", "size": "Medium", "type": "Humanoid", "subtype": "gnoll", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "athletics": 6, "intimidation": 5, "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Gnoll", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The gnoll makes three attacks: one with its bite and two with its whip or three with its longbow.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "name": "Bite" }, { "attack_bonus": 6, "damage_dice": "1d4+4", "desc": "Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d4 + 4) slashing damage.", "name": "Whip" }, { "attack_bonus": 4, "damage_dice": "1d8+2", "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "name": "Longbow" }, { "desc": "The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take.", "name": "Menace Captives (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "When the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.", "name": "Rampage" } ], "spell_list": [], "page_no": 189, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_gnoll-slaver/" }, { "slug": "megapede", "desc": "", "name": "Megapede", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "climb": 40, "walk": 40 }, "strength": 17, "dexterity": 14, "constitution": 15, "intelligence": 2, "wisdom": 7, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 8", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The megapede makes one stinger attack and one bite attack. It can use its Consume Metal in place of its bite attack.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can't make bite attacks against another target.", "name": "Bite" }, { "attack_bonus": 5, "damage_dice": "1d10+3", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute.", "name": "Stinger" }, { "desc": "The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed.", "name": "Consume Metal" }, { "desc": "The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.", "name": "Acid Spray (Recharge 6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area.", "name": "Metal Sense" } ], "spell_list": [], "page_no": 266, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_megapede/" }, { "slug": "orthrus", "desc": "", "name": "Orthrus", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": null, "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 40 }, "strength": 15, "dexterity": 16, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "understands Common but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The orthrus makes three bite attacks: two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "name": "Bite (Canine Head)" }, { "attack_bonus": 5, "damage_dice": "1d4+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned.", "name": "Bite (Snake Head)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The orthrus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.", "name": "Three-Headed" }, { "desc": "While the orthrus sleeps, at least one of its heads is awake.", "name": "Wakeful" } ], "spell_list": [], "page_no": 292, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_orthrus/" } ] }{ "count": 278, "next": "