Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=-cr&page=7
https://api.open5e.com/monsters/?format=api&ordering=-cr&page=8", "previous": "https://api.open5e.com/monsters/?format=api&ordering=-cr&page=6", "results": [ { "slug": "vampire_bf", "desc": "", "name": "Vampire", "size": "medium", "type": "Undead", "subtype": "Shapechanger", "group": "Vampires", "alignment": "", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 177, "hit_dice": "", "speed": { "walk": 30, "climb": 30, "fly": 30, "swim": 20 }, "strength": 18, "dexterity": 28, "constitution": 18, "intelligence": 16, "wisdom": 24, "charisma": 28, "strength_save": 4, "dexterity_save": 9, "constitution_save": 4, "intelligence_save": 3, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed", "damage_immunities": "Vampiric Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The vampire can use Charm. It then makes three Bite or Claw attacks. It can replace one attack with a Draining Bite attack. If two Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 17)." }, { "name": "Bite (Bat, Rat, or Wolf Form Only)", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage plus 14 (4d6) necrotic damage." }, { "name": "Claw (Vampire Form Only)", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage." }, { "name": "Draining Bite (Bat or Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 9 (2d4+4) piercing damage plus 14 (4d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0. A Humanoid slain in this way and then fed at least one drop of the vampire's blood rises the following night as a **vampire spawn** under the vampire's control." }, { "name": "Charm (Vampire Form Only)", "desc": "One Humanoid the vampire can see within 30 feet of it must succeed on a DC 17 WIS save or be magically charmed for 1 day, until the vampire dies, or until the vampire takes a bonus action to end the effect. The charmed target obeys the vampire's verbal commands and is a willing target for the vampire's Draining Bite attack. If the target suffers any harm or receives a suicidal command, it can repeat the save, ending the effect on itself on a success.<br>The vampire can have up to two creatures charmed in this way at a time. If it charms a third, the effect on the first target ends." }, { "name": "Children of the Night", "desc": "The vampire magically calls 2d4 **swarms of bats** or **rats**, provided that the sun isn't up. While outdoors, the vampire can call 3d6 **wolves** instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. The vampire can have any number of such Beasts under its control at one time, provided the combined total CR of the Beasts is no higher than 4." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The vampire transforms into a Tiny bat, Tiny rat, Medium wolf, or back into its true form, which is Undead. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing transforms with it, but anything it is carrying doesn't transform with it. It reverts to its true form if it dies." }, { "name": "Mist Form", "desc": "The vampire transforms into a Medium cloud of mist or back into its true form, which is Undead. While in mist form, it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on STR, DEX, and CON saves, and it is immune to all nonmagical damage, except the damage it takes from sunlight." } ], "reactions": [], "legendary_desc": "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks." }, { "name": "Call Children (Costs 2 Actions)", "desc": "The vampire uses Children of the Night." }, { "name": "Excessive Bleeding (Costs 2 Actions)", "desc": "Each creature within 15 feet of the vampire that doesn't have all its HP must succeed on a DC 17 CON save or lose 14 (4d6) HP as its wounds bleed profusely. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed this save." } ], "special_abilities": [ { "name": "Hungry Dead Nature", "desc": "The vampire doesn't require air or sleep. In addition, it must consume at least 80 ounces of blood (approximately half the blood in a Medium Humanoid's body) every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the vampire can't remove levels of exhaustion until it consumes at least 160 ounces of blood." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a save, it can choose to succeed instead." }, { "name": "Misty Escape", "desc": "When it drops to 0 HP outside its resting place, the vampire transforms into a cloud of mist (as in the Mist Form bonus action) instead of falling unconscious, provided it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 HP in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 HP. After spending 1 hour in its resting place with 0 HP, it regains 1 HP." }, { "name": "Regeneration", "desc": "The vampire regains 20 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Resting Place", "desc": "The vampire has a coffin, grave, sarcophagus, or similar location just large enough for it to lie down designated as its resting place. While in its resting place, the vampire doesn't suffer exhaustion levels from starvation and has keensense out to a range of 120 feet." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\n- **Forbiddance.** The vampire can't enter a residence without an invitation from one of the occupants.\n- **Harmed by Running Water.** The vampire takes 20 acid damage if it ends its turn in running water." }, { "name": "Stake to the Heart", "desc": "If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed." }, { "name": "Sunlight Hypersensitivity", "desc": "The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." }, { "name": "Vampiric Resilience", "desc": "The vampire is immune to exhaustion." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_vampire/" }, { "slug": "devil-shark", "desc": "", "name": "Devil Shark", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "swim": 60, "walk": 0 }, "strength": 24, "dexterity": 14, "constitution": 22, "intelligence": 14, "wisdom": 20, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "intimidation": 7, "perception": 10, "religion": 7, "stealth": 7, "survival": 10 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 20", "languages": "Aquan, Deep Speech, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "attack_bonus": 12, "damage_dice": "4d10+7", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).", "name": "Bite" }, { "desc": "The devil shark makes one bite attack against a Large 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 devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. \n\nIf the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.", "name": "Swallow" }, { "desc": "The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.", "name": "Freezing Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.", "name": "Blood Frenzy" }, { "desc": "The devil shark has advantage on Wisdom (Perception) checks that rely on smell.", "name": "Keen Smell" }, { "desc": "The devil shark has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”", "name": "Shark Telepathy" }, { "desc": "The devil shark can breathe only underwater.", "name": "Water Breathing" } ], "spell_list": [], "page_no": 98, "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_devil-shark/" }, { "slug": "storm-lord", "desc": "", "name": "Storm Lord", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d12+51", "speed": { "fly": 50, "hover": true, "walk": 50 }, "strength": 20, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 14, "charisma": 18, "strength_save": 10, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "athletics": 10, "nature": 6, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Aquan", "challenge_rating": "13", "cr": 13.0, "actions": [ { "desc": "The storm lord makes two slam attacks or two lightning bolt attacks.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "7d6+5", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 29 (7d6 + 5) bludgeoning damage.", "name": "Slam" }, { "attack_bonus": 9, "damage_dice": "7d8", "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 31 (7d8) lightning damage.", "name": "Lightning Bolt" }, { "desc": "The storm lord creates a peal of ear-splitting thunder. Each creature within 30 feet of the storm lord must make a DC 17 Constitution saving throw. On a failure, a target takes 54 (12d8) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.", "name": "Thunder Clap (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The storm lord is surrounded in a 120-foot-radius by a ferocious storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks based on sight or hearing within the area. The storm lord's own senses and attacks are not impaired by this trait. \n\nThe tempest extinguishes open flames and disperses fog. A flying creature in the tempest must land at the end of its turn or fall. \n\nEach creature that starts its turn within 30 feet of the storm lord must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from the storm lord. Any creature within 30 feet of the storm lord must spend 2 feet of movement for every 1 foot it moves when moving closer to the storm lord.", "name": "Tempest" } ], "spell_list": [], "page_no": 139, "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_storm-lord/" }, { "slug": "haugbui", "desc": "_A thick swirl of dust rises, settles, and forms the vague outline of a man—two points of yellow light shine where its eyes should be, staring malevolently._ \n**Mound Haunter.** A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse. \n**Milder Spirits.** Haugbuis are related to vaettir, but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated, and thus are viewed with greater tolerance by the living. \n**Scrye and Watch.** They prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability. \n**Undead Nature.** A haugbui doesn’t require air, food, drink, or sleep.", "name": "Haugbui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 18, "dexterity": 17, "constitution": 18, "intelligence": 15, "wisdom": 20, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "arcana": 7, "history": 7, "intimidation": 8, "perception": 10, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning, necrotic", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 20", "languages": "the languages it spoke in life; telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The haugbui makes two psychic claw attacks." }, { "name": "Psychic Claw", "desc": "Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.", "attack_bonus": 10, "damage_dice": "6d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nconstant: detect thoughts, invisibility, mage hand, scrying\n\nat will: dancing lights, druidcraft, mending, spare the dying\n\n7/day each: bane, create or destroy water, fog cloud, purify food and drink\n\n5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter\n\n3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis\n\n1/day each: blight, contagion, dream\n\n1/week each: geas, hallow" }, { "name": "Legendary Resistance (3/Day)", "desc": "If the haugbui fails a saving throw it can choose to succeed instead." }, { "name": "Sepulchral Scrying (1/Day)", "desc": "An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turn Resistance", "desc": "The haugbui has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 247, "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_haugbui/" }, { "slug": "mask-wight", "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._ \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8+126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Common, Giant, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Enervating Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate" }, { "name": "Single-minded Purpose", "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself." } ], "spell_list": [], "page_no": 285, "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_mask-wight/" }, { "slug": "spinosaurus", "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._ \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.", "name": "Spinosaurus", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "14d20+84", "speed": { "walk": 60, "swim": 40 }, "strength": 27, "dexterity": 9, "constitution": 22, "intelligence": 2, "wisdom": 11, "charisma": 10, "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": "passive Perception 15", "languages": "-", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.", "attack_bonus": 13, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "3d8" }, { "name": "Frightful Presence", "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The spinosaurus moves up to half its speed." }, { "name": "Roar", "desc": "The spinosaurus uses Frightful Presence." }, { "name": "Tail Attack (Costs 2 Actions)", "desc": "The spinosaurus makes one tail attack." } ], "special_abilities": [ { "name": "Tamed", "desc": "The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid." }, { "name": "Siege Monster", "desc": "The spinosaurus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 116, "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_spinosaurus/" }, { "slug": "steam-golem", "desc": "_With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, a steam golem is a smooth-running machine of death._ \n**Magic Weapons.** The golem’s weapon attacks are magical. \n**Boilers and Hydraulics.** A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many can extend one arm into a single, long-hafted axe for additional reach. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires. \n**Steam Whistle.** A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain. \n**Fuel Required.** A steam golem’s machinery consumes 30 lb. of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs just one third of those amounts. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Steam Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10+72", "speed": { "walk": 40 }, "strength": 26, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 10, "charisma": 1, "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, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands its creator's languages but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The steam golem makes two ax arm attacks, or one long axe attack." }, { "name": "Ax Arm", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Long Axe", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "5d12" }, { "name": "Steam Blast (Recharge 5-6)", "desc": "A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Whistle", "desc": "When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Boiler Weakness", "desc": "A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Extend Long Ax", "desc": "A steam golem can extend or retract one arm into long ax form as a bonus action." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 237, "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_steam-golem/" }, { "slug": "stuhac", "desc": "_This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone._ \n**Feigns Weakness.** Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament. \n**Hideous Garments.** The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. \nStuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords. \n**Devour Victims.** Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence. \nBecause female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind.", "name": "Stuhac", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d8+100", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 18, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 15, "strength_save": 11, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": { "deception": 12 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire; bludgeoning and piercing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal; telepathy 100 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "4d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "5d8" }, { "name": "Hobble", "desc": "A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mountain Stride", "desc": "Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance." }, { "name": "Powerful Leap", "desc": "The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start." }, { "name": "Shapechanger", "desc": "The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form." } ], "spell_list": [], "page_no": 370, "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_stuhac/" }, { "slug": "vampire-warlock-variant", "desc": "", "name": "Vampire Warlock - Variant", "size": "Medium", "type": "Undead", "subtype": "shapechanger", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic, bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Bloody Arms", "desc": "The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage." }, { "name": "Call the Blood", "desc": "The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0." }, { "name": "Blood Puppet", "desc": "The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect." }, { "name": "Children of Hell (1/Day)", "desc": "The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "Misty Step. The vampire warlock uses misty step.", "legendary_actions": [ { "name": "Unarmed Strike", "desc": "The vampire warlock makes one unarmed strike." }, { "name": "Call the Blood (Costs 2 Actions).", "desc": "The vampire warlock uses call the blood." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n\nat will: darkness, dominate person, invisibility, misty step\n\n1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster" } ], "spell_list": [], "page_no": 425, "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_vampire-warlock-variant/" }, { "slug": "adult-brass-dragon", "desc": "", "name": "Adult Brass Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": "Brass Dragon", "alignment": "chaotic good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 40, "burrow": 40, "fly": 80 }, "strength": 23, "dexterity": 10, "constitution": 21, "intelligence": 14, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 5, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 11, "skills": { "history": 7, "perception": 11, "persuasion": 8, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 21", "languages": "Common, Draconic", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "2d10", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8", "damage_bonus": 6 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.", "attack_bonus": 0, "damage_dice": "13d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 291, "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_adult-brass-dragon/" }, { "slug": "adult-white-dragon", "desc": "", "name": "Adult White Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": "White Dragon", "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 200, "hit_dice": "16d12+96", "speed": { "walk": 40, "burrow": 30, "fly": 80, "swim": 40 }, "strength": 22, "dexterity": 10, "constitution": 22, "intelligence": 8, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": 5, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": 11, "skills": { "perception": 11, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 21", "languages": "Common, Draconic", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.", "attack_bonus": 11, "damage_dice": "2d10+1d8", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8", "damage_bonus": 6 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Ice Walk", "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 289, "environments": [ "Tundra", "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_adult-white-dragon/" }, { "slug": "nalfeshnee", "desc": "", "name": "Nalfeshnee", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d10+96", "speed": { "walk": 20, "fly": 30 }, "strength": 21, "dexterity": 10, "constitution": 22, "intelligence": 19, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 9, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 11", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.", "attack_bonus": 10, "damage_dice": "5d10", "damage_bonus": 5 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6", "damage_bonus": 5 }, { "name": "Horror Nimbus (Recharge 5-6)", "desc": "The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours." }, { "name": "Teleport", "desc": "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The nalfeshnee has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 272, "environments": [ "Abyss" ], "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_nalfeshnee/" }, { "slug": "rakshasa", "desc": "", "name": "Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 18, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The rakshasa makes two claw attacks" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Magic Immunity", "desc": "The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." }, { "name": "Innate Spellcasting", "desc": "The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing" } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api.open5e.com/v2/spells/disguise-self/?format=api", "https://api.open5e.com/v2/spells/mage-hand/?format=api", "https://api.open5e.com/v2/spells/minor-illusion/?format=api", "https://api.open5e.com/v2/spells/charm-person/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/major-image/?format=api", "https://api.open5e.com/v2/spells/suggestion/?format=api", "https://api.open5e.com/v2/spells/dominate-person/?format=api", "https://api.open5e.com/v2/spells/fly/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api", "https://api.open5e.com/v2/spells/true-seeing/?format=api" ], "page_no": 341, "environments": [ "Urban", "Desert", "Abyss", "Forest", "Grassland", "Jungle", "Hills", "Swamp", "Settlement", "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_rakshasa/" }, { "slug": "storm-giant", "desc": "", "name": "Storm Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "chaotic good", "armor_class": 16, "armor_desc": "scale mail", "hit_points": 230, "hit_dice": "20d12+100", "speed": { "walk": 50, "swim": 50 }, "strength": 29, "dexterity": 14, "constitution": 20, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": 14, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "arcana": 8, "athletics": 14, "history": 8, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "passive Perception 19", "languages": "Common, Giant", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatsword attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.", "attack_bonus": 14, "damage_dice": "6d6", "damage_bonus": 9 }, { "name": "Rock", "desc": "Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.", "attack_bonus": 14, "damage_dice": "4d12", "damage_bonus": 9 }, { "name": "Lightning Strike (Recharge 5-6)", "desc": "The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The giant can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, feather fall, levitate, light\n3/day each: control weather, water breathing" } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/feather-fall/?format=api", "https://api.open5e.com/v2/spells/levitate/?format=api", "https://api.open5e.com/v2/spells/light/?format=api", "https://api.open5e.com/v2/spells/control-weather/?format=api", "https://api.open5e.com/v2/spells/water-breathing/?format=api" ], "page_no": 313, "environments": [ "Plane Of Air", "Mountains", "Coastal", "Plane Of Water", "Desert", "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_storm-giant/" }, { "slug": "vampire", "desc": "", "name": "Vampire", "size": "Medium", "type": "Undead", "subtype": "shapechanger", "group": "Vampires", "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack (Vampire Form Only)", "desc": "The vampire makes two attacks, only one of which can be a bite attack." }, { "name": "Unarmed Strike (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).", "attack_bonus": 9, "damage_dice": "1d8", "damage_bonus": 4 }, { "name": "Bite (Bat or Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.", "attack_bonus": 9, "damage_dice": "1d6+3d6", "damage_bonus": 4 }, { "name": "Charm", "desc": "The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\nEach time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." }, { "name": "Children of the Night (1/Day)", "desc": "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks." }, { "name": "Unarmed Strike", "desc": "The vampire makes one unarmed strike." }, { "name": "Bite (Costs 2 Actions)", "desc": "The vampire makes one bite attack." } ], "special_abilities": [ { "name": "Shapechanger", "desc": "If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a saving throw, it can choose to succeed instead." }, { "name": "Misty Escape", "desc": "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 352, "environments": [ "Urban", "Mountains", "Forest", "Ruin", "Tomb", "Hills", "Shadowfell", "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_vampire/" }, { "slug": "horde-demon-band-a5e", "desc": "", "name": "Horde Demon Band", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 260, "hit_dice": "40d8+80", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 8, "wisdom": 8, "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": "cold, fire, lightning; damage from nonmagical weapons", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Abyssal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The band attacks twice." }, { "name": "Mob Attack", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 50 (10d6 + 15) slashing damage or half damage if the band is bloodied." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Area Vulnerability", "desc": "The band takes double damage from any effect that targets an area." }, { "name": "Chaotic Evil", "desc": "The band radiates a Chaotic and Evil aura." }, { "name": "Band", "desc": "The band is composed of 5 or more horde demons. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing." }, { "name": "Band Dispersal", "desc": "When the band is reduced to 0 hit points, it turns into 2 (1d4) horde demons with 26 hit points each." } ], "spell_list": [], "page_no": 71, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_horde-demon-band/" }, { "slug": "nalfeshnee-a5e", "desc": "", "name": "Nalfeshnee", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 184, "hit_dice": "16d10+96", "speed": { "walk": 20, "fly": 30 }, "strength": 20, "dexterity": 16, "constitution": 22, "intelligence": 20, "wisdom": 16, "charisma": 16, "strength_save": 10, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 10, "wisdom_save": 8, "charisma_save": 8, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; damage from nonmagical weapons", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 13", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The nalfeshnee makes a bite attack and a claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 5) piercing damage. If it uses its bite on a dead non-demon creature it regains 27 (5d10) hit points and recharges its Horror Nimbus. It may gain this benefit only once per creature." }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) slashing damage." }, { "name": "Chaos Blast", "desc": "Beams of multicolored light arc through a 15-foot-radius sphere centered on a point within 90 feet. Each creature in the area that does not have a Chaotic alignment makes a DC 16 Wisdom saving throw taking 52 (8d12) force damage on a failure or half damage on a success." } ], "bonus_actions": [ { "name": "Horror Nimbus (1/Day)", "desc": "The nalfeshnee glows with an unholy, multicolored radiance. Each creature within 15 feet of the nalfeshnee that can see it makes a DC 16 Wisdom saving throw. On a failure, a creature is frightened for 1minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Teleport", "desc": "The nalfeshnee magically teleports up to 120 feet to an unoccupied space it can see." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chaotic Evil", "desc": "The nalfeshnee radiates a Chaotic and Evil aura." }, { "name": "Magic Resistance", "desc": "The nalfeshnee has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 72, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_nalfeshnee/" }, { "slug": "pyrohydra-a5e", "desc": "", "name": "Pyrohydra", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 218, "hit_dice": "19d12+95", "speed": { "walk": 30, "swim": 30 }, "strength": 20, "dexterity": 12, "constitution": 20, "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": null, "skills": { "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The hydra bites once with each of its heads." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) piercing damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "If the pyrohydra has at least 4 heads it breathes fire in all directions. Each creature within 30 feet makes a DC 18 Dexterity saving throw taking 59 (17d6) fire damage on a failure or half damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The hydra can take 2 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Rush", "desc": "The hydra moves or swims up to half its Speed without provoking opportunity attacks. If this movement would pass through the space of creatures that are not incapacitated or prone, each creature makes a DC 17 Strength saving throw. On a failure, the creature is knocked prone and the hydra can enter its space without treating it as difficult terrain. On a success, the hydra can't enter the creatures space, and the hydras movement ends. If this movement ends while the hydra is sharing a space with a creature, the creature is pushed to the nearest unoccupied space." }, { "name": "Wrap", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one Medium or smaller creature. Hit: The target is grappled (escape DC 17) and restrained until this grappled ends. The hydra can grapple one creature for each of its heads. When one of the hydras heads is killed while it is grappling a creature, the creature that killed the head can choose one creature to free from the grapple." } ], "special_abilities": [ { "name": "Hold Breath", "desc": "The hydra can hold its breath for 1 hour." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the hydra fails a saving throw, it can choose to succeed instead. When it does so, its heads lose coordination. It is rattled until the end of its next turn." }, { "name": "Multiple Heads", "desc": "While the hydra has more than one head, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked." }, { "name": "Reactive Heads", "desc": "For each head it has, the hydra can take one reaction per round, but not more than one per turn." }, { "name": "Regenerating Heads", "desc": "The hydra has seven heads. Whenever the hydra takes 30 or more damage in one turn, one of its heads dies. If all of its heads die, the hydra dies. At the end of its turn, it grows 2 heads for each head that was killed since its last turn, unless it has taken at least 20 cold damage since its last turn." }, { "name": "Toxic Secretions", "desc": "Water within 1 mile of the hydras lair is poisoned. A creature other than the hydra that is immersed in the water or drinks the water makes a DC 17 Constitution saving throw. On a failure, the creature is poisoned for 24 hours. On a success, the creature is immune to this poison for 24 hours." }, { "name": "Wakeful", "desc": "When some of the hydras heads are asleep, others are awake." } ], "spell_list": [], "page_no": 285, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_pyrohydra/" }, { "slug": "rakshasa-a5e", "desc": "", "name": "Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 40 }, "strength": 16, "dexterity": 16, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and slashing from nonmagical weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal, one other", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The rakshasa makes two attacks." }, { "name": "Claw (True Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature it is cursed. Whenever a cursed creature takes a long rest it is troubled by terrible visions and dreams and gains no benefit from the rest. The curse can be lifted with remove curse and similar magic." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage." }, { "name": "Sweet Promises", "desc": "The rakshasa targets a creature that can hear it within 60 feet offering something the target covets. The target makes a DC 18 Wisdom saving throw. On a failure the target is charmed until the end of its next turn and stunned while charmed in this way." }, { "name": "Invisibility (2nd-Level; V, S, Concentration)", "desc": "The rakshasa is invisible for 1 hour or until it attacks or casts a spell." }, { "name": "Fly (3rd-Level; V, S, Concentration)", "desc": "The rakshasa gains a fly speed of 60 feet." } ], "bonus_actions": [ { "name": "Shapeshift", "desc": "The rakshasa magically changes its form to that of any Medium or Small humanoid or to its true form. While shapeshifted, its statistics are unchanged." }, { "name": "Read Thoughts", "desc": "The rakshasa magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of the rakshasas turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature." }, { "name": "Quickened Spell", "desc": "The rakshasa casts invisibility or fly." } ], "reactions": [ { "name": "Counterproposal", "desc": "The rakshasa uses Sweet Promises on a creature that attacked it or attempted to target it with a spell." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The rakshasas innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, mage hand, major image, 3/day each: charm person, dominate person, fly (self only), invisibility (self only), locate person, modify memory, true seeing" } ], "spell_list": [], "page_no": 367, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_rakshasa/" }, { "slug": "roc-a5e", "desc": "", "name": "Roc", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 232, "hit_dice": "15d20+75", "speed": { "walk": 20, "fly": 120 }, "strength": 28, "dexterity": 10, "constitution": 20, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": 5, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 4, "perception": null, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 16", "languages": "", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The roc attacks once with its beak and once with its talons or makes a beak attack and drops a grappled creature or held object." }, { "name": "Beak", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage." }, { "name": "Talons", "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage and the target is grappled (escape DC 22). Until this grapple ends the target is restrained and the roc can't attack a different target with its talons." } ], "bonus_actions": null, "reactions": [ { "name": "Retributive Strike", "desc": "When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The roc has advantage on Perception checks that rely on sight." }, { "name": "Siege Monster", "desc": "The roc deals double damage to objects and structures." } ], "spell_list": [], "page_no": 458, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_roc/" }, { "slug": "vampire-mage-a5e", "desc": "", "name": "Vampire Mage", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." }, { "name": "Fireball (3rd-Level; V, S, M)", "desc": "Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success." }, { "name": "Blight (4th-Level; V, S)", "desc": "The vampire targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." }, { "name": "Shield (1st-Level; V", "desc": "When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." }, { "name": "Spellcasting", "desc": "The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight" } ], "spell_list": [], "page_no": 420, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_vampire-mage/" }, { "slug": "wraith-lord-a5e", "desc": "", "name": "Wraith Lord", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 171, "hit_dice": "18d8+90", "speed": { "walk": 40, "fly": 60 }, "strength": 14, "dexterity": 20, "constitution": 20, "intelligence": 16, "wisdom": 18, "charisma": 18, "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": "acid, lightning, psychic, thunder; damage from nonmagical weapons", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "truesight 120 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form it then makes a greatsword attack." }, { "name": "Life Drain", "desc": "The wraith targets a creature within 5 feet forcing it to make a DC 18 Constitution saving throw. On a failure the creature takes 17 (5d6) necrotic damage or 24 (7d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0." }, { "name": "Greatsword (Corporeal Form Only)", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage and the target makes a DC 18 Constitution saving throw. On a failure the target is poisoned for 24 hours. While poisoned in this way the target can't regain hit points. If a creature dies while poisoned in this way its spirit rises as a wraith under the wraith lords control 1 minute after its death." }, { "name": "Paralyzing Terror", "desc": "The wraith lord targets a frightened creature within 60 feet forcing it to make a DC 18 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success." }, { "name": "Create Wraith", "desc": "The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control." }, { "name": "Corporeal Form (1/Day)", "desc": "The wraith lord takes on a material form. In material form it loses its incorporeal trait its fly speed and its immunity to the grappled prone and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied and it can do so voluntarily at any time as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Fear", "desc": "A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours." }, { "name": "Evil", "desc": "The wraith lord radiates an Evil aura." }, { "name": "Incorporeal", "desc": "The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn." }, { "name": "Light Sensitivity", "desc": "While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight." }, { "name": "Undead Nature", "desc": "A wraith doesnt require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 428, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_wraith-lord/" }, { "slug": "haugbui-tob1-2023", "desc": "False", "name": "Haugbui", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 15, "armor_desc": "", "hit_points": 153, "hit_dice": "18d8 + 72", "speed": { "walk": 40 }, "strength": 18, "dexterity": 20, "constitution": 18, "intelligence": 15, "wisdom": 20, "charisma": 16, "strength_save": null, "dexterity_save": 10, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 20, "skills": { "Arcana": 7, "History": 7, "Intimidation": 8, "Perception": 10, "Religion": 12 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained", "senses": "truesight 60 ft., passive Perception 20", "languages": "the languages it knew in life, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Psychic Blast", "desc": "Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage." }, { "name": "Invisibility", "desc": "The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it." }, { "name": "Spellcasting", "desc": "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\nAt will: dancing lights, mending, purify food and drink, spare the dying\n3/day each: gust of wind, telekinesis\n1/day each: dispel magic, remove curse" } ], "bonus_actions": [ { "name": "Sepulchral Scrying (Recharge 6)", "desc": "While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14)." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turn Resistance", "desc": "The haugbui has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "The hangbui doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 231, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_haugbui/" }, { "slug": "maskwight-tob1-2023", "desc": "False", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8 + 126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": 13, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Abyssal, Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage." }, { "name": "Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone." }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Necrotic Weapons", "desc": "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)." }, { "name": "Single-Minded Purpose", "desc": "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks." }, { "name": "Undead Nature", "desc": "The mask wight doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 264, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mask-wight/" }, { "slug": "nihileth-tob1-2023", "desc": "False", "name": "Nihileth", "size": "Large", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "21d10 + 42", "speed": { "walk": 40 }, "strength": 21, "dexterity": 9, "constitution": 15, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": 9, "wisdom_save": 7, "charisma_save": null, "perception": 20, "skills": { "History": 12, "Perception": 10 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks." }, { "name": "Tail (Undead Form Only)", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage." }, { "name": "Tentacle (Undead Form Only)", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)." }, { "name": "Withering Touch (Void Ghost Form Only)", "desc": "Melee Spell Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage." } ], "bonus_actions": [ { "name": "Void Shape", "desc": "The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies." } ], "reactions": [ { "name": "Void Body", "desc": "When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half." } ], "legendary_desc": "The nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The nihileth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The nihileth makes a Wisdom (Perception) check." }, { "name": "Tail Swipe", "desc": "The nihileth makes one Tail attack." }, { "name": "Rotten Drain (Costs 2 Actions)", "desc": "One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 (3d6) psychic damage, and the nihileth regains hp equal to that amount." } ], "special_abilities": [ { "name": "Ghostly Body (Void Ghost Form Only)", "desc": "The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the prone condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Infecting Telepathy", "desc": "If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a DC 15 Wisdom saving throw or become infected with the nihilethic rot disease." }, { "name": "Nihilethic Rot", "desc": "This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the lesser restoration spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the heal spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 (2d6) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control." }, { "name": "Undead Fortitude", "desc": "If damage reduces the nihileth to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hp instead." }, { "name": "Undead Nature", "desc": "The nihileth doesn't require air, food, drink, or sleep." }, { "name": "Void Aura", "desc": "The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a DC 15 Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 (2d6) cold damage when it starts its turn within this aura." } ], "spell_list": [], "page_no": 9, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_nihileth/" }, { "slug": "spinosaurus-tob1-2023", "desc": "False", "name": "Spinosaurus", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 232, "hit_dice": "15d20 + 75", "speed": { "walk": 40 }, "strength": 25, "dexterity": 9, "constitution": 21, "intelligence": 2, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 15, "skills": { "Perception": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "passive Perception 15", "languages": "—", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the spinosaurus can't Bite another target." }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus's Frightful Presence for the next 24 hours." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The spinosaurus regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The spinosaurus moves up to half its speed without provoking opportunity attacks." }, { "name": "Roar", "desc": "The spinosaurus uses Frightful Presence." }, { "name": "Tail Attack (Costs 2 Actions)", "desc": "The spinosaurus makes one Tail attack." } ], "special_abilities": [ { "name": "Hold Breath", "desc": "The spinosaurus can hold its breath for 1 hour." }, { "name": "Reptilian Affinity", "desc": "The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack." }, { "name": "Siege Monster", "desc": "The spinosaurus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 104, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_spinosaurus/" }, { "slug": "steamgolem-tob1-2023", "desc": "False", "name": "Steam Golem", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10 + 72", "speed": { "walk": 40 }, "strength": 26, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The steam golem makes one Axe Arm attack and one Long Axe attack." }, { "name": "Axe Arm", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 18 (4d8) fire damage." }, { "name": "Long Axe", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage plus 18 (4d8) fire damage." }, { "name": "Steam Blast (Recharge 5-6)", "desc": "The steam golem releases a blast of steam in a 30-foot cone or in a 10-foot-radius cloud that extends from it, spreading around corners. Each creature in the area must make a DC 17 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [ { "name": "Whistle (Recharge 4-6)", "desc": "When a creature the steam golem can see within 30 feet of it casts a spell, the steam golem emits a shriek from its twin steam whistles. The spellcaster must succeed on a DC 17 Constitution saving throw or the spell fails and has no effect." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Boiler Weakness", "desc": "If the steam golem starts its turn immersed in water, or if it was soaked with at least 20 gallons of water on its previous turn, it risks losing steam pressure in its boiler. The steam golem must succeed on a DC 20 Constitution saving throw or its internal fire is extinguished. Until its internal fire is relit, the golem's speed is halved, its AC is reduced by 2, and it must repeat the saving throw at the start of each of its turns. On a failure, it stops repeating this saving throw and becomes dormant, effectively dead until the fire is relit. A Medium or smaller creature within 5 feet of the golem can take an action to relight the golem's internal fire, making it active again." }, { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Heated Weapons", "desc": "The steam golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 4d8 fire damage (included in the attack)." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 220, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_steam-golem/" }, { "slug": "stuhac-tob1-2023", "desc": "False", "name": "Stuhac", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 209, "hit_dice": "22d8 + 110", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 15, "strength_save": 11, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 13, "skills": { "Deception": 12 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, fire, lightning; bludgeoning and piercing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Abyssal, Common, Infernal, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) slashing damage." }, { "name": "Hobble", "desc": "The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the greater restoration spell or similar magic." }, { "name": "Illusory Appearance", "desc": "The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Mountain Walk", "desc": "The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement." }, { "name": "Standing Leap", "desc": "The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start." } ], "spell_list": [], "page_no": 351, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_stuhac/" }, { "slug": "angel-kalkydra", "desc": "", "name": "Angel, Kalkydra", "size": "Huge", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "14d12+98", "speed": { "walk": 40, "climb": 30, "fly": 90 }, "strength": 22, "dexterity": 14, "constitution": 24, "intelligence": 17, "wisdom": 21, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 1, "charisma_save": 1, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "poison; nonmagic B/P/S attacks", "damage_immunities": "fire, radiant", "condition_immunities": "charmed, exhaustion, frightened, poisoned, prone", "senses": "truesight 120', passive Perception 20", "languages": "all, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Two Bites or Sunrays. Can replace one with Constrict." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 15 (2d8+6) piercing damage + 18 (4d8) radiant." }, { "name": "Constrict", "desc": "Melee Weapon Attack: +11 to hit, 5 ft., one target, 17 (2d10+6) bludgeoning damage + 18 (4d8) radiant and target is grappled (escape DC 18). Until this grapple ends creature is restrained and kalkydra can't constrict another target." }, { "name": "Sunray", "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant + 9 (2d8) fire." }, { "name": "Song of Sunrise (1/Day)", "desc": "Sings a song to welcome the dawn causing sunlight to fill area in a 120' radius around it. Lasts 1 min." }, { "name": "Spellcasting", "desc": "Cha (DC 19) no material components: At will: detect evil and good light3/day ea: daylight dispel evil and good1/day ea: commune greater restoration" } ], "bonus_actions": null, "reactions": [ { "name": "Solar Nimbus", "desc": "When hit by an attack it surrounds itself in a fiery nimbus searing attacker: 9 (2d8) fire and 9 (2d8) radiant and nimbus sheds bright light in 30' radius and dim light an additional 30'. Until start of kalkydra's next turn a creature within 5 ft. of kalkydra that hits it with melee attack takes 9 (2d8) fire and 9 (2d8) radiant." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 26, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_angel-kalkydra/" }, { "slug": "angel-shrouded", "desc": "", "name": "Angel, Shrouded", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d8+85", "speed": { "walk": 40, "fly": 60 }, "strength": 18, "dexterity": 20, "constitution": 20, "intelligence": 16, "wisdom": 22, "charisma": 10, "strength_save": 9, "dexterity_save": 1, "constitution_save": null, "intelligence_save": null, "wisdom_save": 1, "charisma_save": 5, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "poison, radiant; nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "blindsight 30', darkvision 120', passive Perception 21", "languages": "all, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Three Justicar's Blade or Justicar's Blast attacks." }, { "name": "Justicar's Blade", "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d8+5) slashing damage + 14 (4d6) poison and target: DC 17 Con save or be poisoned. Poisoned condition lasts until it is removed by the lesser restoration spell or similar magic." }, { "name": "Justicar's Blast", "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant." }, { "name": "Spellcasting", "desc": "Wis (DC 19) no material components: At will: bane bless locate creature3/day ea: invisibility (self only) healing word (level 5) nondetection" } ], "bonus_actions": null, "reactions": [ { "name": "Executioner's Judgment", "desc": "When a creature poisoned by shrouded angel starts its turn angel demands target repent. If it doesn't repent: DC 17 Con save. Fail: reduced to 0 hp. Success: 22 (5d8) radiant. If target repents its next action is chosen by angel as if it failed a save vs. the command spell: “Draw Nigh” (approach) “Clasp Hands in Prayer” (drop) “Seek Redemption” (flee) “Be Penitent” (grovel) or “In Stillness Hear the Truth” (halt). Once angel uses this reaction it must deal poison to a poisoned target before using it again." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Poison", "desc": "Its weapon attacks are magical and its weapons are coated with radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by angel's poison. Such creatures have advantage on saves vs. the angel's poison." }, { "name": "Divine Awareness", "desc": "Knows if it hears a lie." }, { "name": "Evasion", "desc": "If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 29, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_angel-shrouded/" }, { "slug": "archon-siege", "desc": "", "name": "Archon, Siege", "size": "Huge", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "plate", "hit_points": 187, "hit_dice": "15d12+90", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 14, "constitution": 22, "intelligence": 10, "wisdom": 20, "charisma": 17, "strength_save": 1, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 1, "charisma_save": 8, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120', passive Perception 20", "languages": "all, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Two Trunk Maul attacks or four Trumpeting Blasts." }, { "name": "Trunk Maul", "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 20 (4d6+6) bludgeoning damage + 22 (5d8) force." }, { "name": "Stomp", "desc": "Melee Weapon Attack: +11 to hit 10 ft. one prone creature. 22 (3d10+6) bludgeoning damage." }, { "name": "Trumpeting Blast", "desc": "Ranged Spell Attack: +10 to hit, 120 ft., one target, 19 (4d6+5) thunder." }, { "name": "Sundering Quake (Recharge 5-6)", "desc": "Slams its forelegs into the ground. Each creature in contact with the ground within 20' of it: 49 (14d6) force (DC 19 Dex half). Each structure in contact with the ground within 20' of archon also takes the damage and collapses if the damage reduces it to 0 hp." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Celestial Weapons", "desc": "Its weapon attacks are magical. When archon hits with its Trunk Maul weapon deals extra 5d8 force (included below)." }, { "name": "False Appearance", "desc": "While motionless indistinguishable from inanimate statue." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Siege Monster", "desc": "Double damage to objects/structures." }, { "name": "Trampling Charge", "desc": "If it moves 20'+ straight toward a creature and then hits it with trunk maul on same turn target: DC 19 Str save or be pushed up to 10 ft. and knocked prone. If target is prone archon can make one Stomp attack vs. it as a bonus action." } ], "spell_list": [], "page_no": 42, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_archon-siege/" }, { "slug": "chaos-raptor", "desc": "", "name": "Chaos Raptor", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 248, "hit_dice": "16d20+80", "speed": { "walk": 20, "burrow": 80, "fly": 120 }, "strength": 28, "dexterity": 10, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "tremorsense 60', passive Perception 15", "languages": "understands Common and Terran, but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "One Beak attack and one Talons attack." }, { "name": "Beak", "desc": "Melee Weapon Attack: +14 to hit, 10 ft., one target, 27 (4d8+9) piercing damage." }, { "name": "Talons", "desc": "Melee Weapon Attack: +14 to hit, 5 ft., one target, 23 (4d6+9) slashing damage and target is grappled (escape DC 18). Until this grapple ends target is restrained and raptor can't use its talons on another target." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Chaos", "desc": "When a creature with Int of 4 or higher starts its turn within 30' of raptor creature must make a DC 18 Cha save. Fail: creature can't take reactions until start of its next turn and must roll a d8 to determine what it does during that turn. On 1-4 creature does nothing. On 5-6 creature takes no action but uses all its movement to move in a random direction. On 7-8 creature makes one melee attack vs. randomly determined creature within its reach or it does nothing if no creature is within its reach. At start of raptor's turn it chooses whether this aura is active." }, { "name": "Earth Glide", "desc": "Can burrow through nonmagical unworked earth/stone with o disturbing material it moves through." }, { "name": "Keen Sight", "desc": "Advantage: sight Wis (Percept) checks." }, { "name": "Regeneration", "desc": "Raptor regains 20 hp at start of its turn if at least half of its body is submerged in earth or stone. If raptor takes thunder this trait doesn't function at start of raptor's next turn. Raptor dies only if it starts its turn with 0 hp and doesn't regenerate." } ], "spell_list": [], "page_no": 81, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_chaos-raptor/" }, { "slug": "devil-devilflame-juggler", "desc": "", "name": "Devil, Devilflame Juggler", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "walk": 40, "climb": 20 }, "strength": 17, "dexterity": 21, "constitution": 20, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 6, "wisdom_save": 7, "charisma_save": 9, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 120', passive Perception 12", "languages": "Infernal, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Three Deft Touch or Devilflame Sphere attacks. If it hits 1 creature with 2 Deft Touches or 2 Devilflame Spheres target: DC 18 Wis save or frightened until end of its next turn." }, { "name": "Deft Touch", "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (3d6+5) slashing damage + 9 (2d8) fire. Instead of dealing damage juggler can steal one item target is wearing or carrying provided item weighs no more than 15 pounds and isn't wrapped around or firmly attached to target such as a shirt or belt." }, { "name": "Devilflame Sphere", "desc": "Ranged Spell Attack: +9 to hit, 120 ft., one target, 22 (4d8+4) fire." }, { "name": "Fiery Flourish (Recharge 5-6)", "desc": "Tosses hellfire ball at creature it can see within 90' of it. Target: 45 (10d8) fire (DC 18 Dex half). Ball then splits and bounces to up to 4 creatures within 30' of target. Each of these: 22 (5d8) fire (DC 18 Dex half). This fire ignites flammable objects that aren't being worn or carried and are between each of the targets." } ], "bonus_actions": [ { "name": "Nimble Leap", "desc": "The juggler takes the Dash or Disengage action." } ], "reactions": [ { "name": "Uncanny Dodge", "desc": "When an attacker it can see hits it with an attack can choose to take half dmg instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede its darkvision." }, { "name": "Dizzying Movement", "desc": "If it moves 15 ft.+ on a turn each creature that can see the move: poisoned until end of its next turn (DC 18 Con)." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Standing Leap", "desc": "Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start." } ], "spell_list": [], "page_no": 119, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_devil-devilflame-juggler/" }, { "slug": "devil-infernal-tutor", "desc": "", "name": "Devil, Infernal Tutor", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 182, "hit_dice": "28d8+56", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 15, "intelligence": 18, "wisdom": 20, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": 9, "wisdom_save": 1, "charisma_save": 1, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing & slashing from nonmagical attacks not made w/silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "darkvision 120', passive Perception 15", "languages": "all, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting." }, { "name": "Claw (True Form Only)", "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 14 (4d6) psychic." }, { "name": "Tutor's Baton", "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 14 (4d6) psychic. Instead of dealing psychic damage tutor can cause target to be incapacitated until target's next turn ends." }, { "name": "Fiendish Indoctrination (Recharge 5-6)", "desc": "Speaks fiendish ideals couched in persuasive scholarly language. Each creature within 30' of tutor: 45 (13d6) psychic and is charmed for 1 min (DC 18 Cha half damage isn't charmed). Charmed creature isn't under tutor's control but regards tutor as a trusted friend taking tutor's requests or actions in most favorable way it can. Charmed creature can re-save at end of each of its turns success ends effect on itself. A creature that fails the save by 5+ is charmed for 1 day instead. Such a creature can re-save only when it suffers harm or receives a suicidal command ending effect on a success." }, { "name": "Spellcasting", "desc": "Cha (DC 18) no material components: At will: bane calm emotions command detect thoughts suggestion3/day ea: bestow curse compulsion enthrall1/day ea: geas modify memory" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Magically transforms into a Small or Med Humanoid or back into its true fiendish form. Its stats other than its size are same in each form. Items worn/carried aren't transformed. Reverts on death." } ], "reactions": [ { "name": "Strength of Character", "desc": "When it succeeds on a save tutor responds with scathing magical insult if source of effect is a creature within 60' of tutor. That creature: DC 18 Wis save or take 14 (4d6) psychic and have disadvantage on next save it makes vs. a spell cast by tutor." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede its darkvision." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Phrenic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon extra 4d6 psychic (included below)." }, { "name": "Weaken Resolve", "desc": "Its speech has subtle enchantments that make it seem logical or profound regardless of words used. It has advantage on Cha (Deception) and Cha (Persuasion) checks vs. Humanoids. Also if tutor spends 1+ min conversing with Humanoid that creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and vs. enchantment spells tutor casts." } ], "spell_list": [], "page_no": 120, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_devil-infernal-tutor/" }, { "slug": "equitox", "desc": "", "name": "Equitox", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 20, "intelligence": 14, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 7, "wisdom_save": 6, "charisma_save": 7, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; nonmagic B/P/S attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, exhaustion, poisoned", "senses": "darkvision 60', truesight 30', passive Perception 16", "languages": "Abyssal, Celestial, Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Two Gores. If it hits one creature with both target: DC 18 Con save or contract gullylung fever disease (see above)." }, { "name": "Gore", "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) piercing damage + 10 (3d6) necrotic." }, { "name": "Evaporation Wave (Recharge 6)", "desc": "Exhales hot dry breath in a 60' cone. Each creature in the area that isn't a Construct or Undead: 22 (5d8) fire and 22 (5d8) necrotic (DC 18 Con half). In addition any water in the area that isn't being worn or carried evaporates." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "Teleport", "desc": "With items it has up to 60' to unoccupied space it can see." }, { "name": "Withering Gaze (2)", "desc": "Locks eyes with one creature within 60' that can see it. Target: DC 18 Wis or stunned by thirst until end of its next turn." }, { "name": "Gore (2)", "desc": "Makes one Gore attack." } ], "special_abilities": [ { "name": "Befouling Aura", "desc": "At each of its turns' start all within 30': disadvantage on next attack/ability check as moisture within it is diseased (DC 18 Con negates). If creature spends 1+ min in equitox's aura or drinks water within aura: contract gullylung fever disease (below; DC 18 Con negates). Creatures immune to poisoned are immune to this." }, { "name": "Gullylung Fever", "desc": "Creature infected with this disease manifests symptoms 1d4 days after infection: difficulty breathing dehydration and water-themed nightmares. Until cured at end of each long rest infected creature must make DC 18 Con save or its Str score is reduced by 1d4. Reduction lasts until creature finishes long rest after disease is cured. If disease reduces creature's Str to 0 creature dies. A creature that succeeds on two saves recovers from the disease." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 171, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_equitox/" }, { "slug": "gigantura", "desc": "", "name": "Gigantura", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 248, "hit_dice": "16d20+80", "speed": { "walk": 0, "swim": 60 }, "strength": 22, "dexterity": 16, "constitution": 20, "intelligence": 6, "wisdom": 16, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 2, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "stunned", "senses": "darkvision 120', passive Perception 18", "languages": "understands Aquan and Deep Speech, but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Horrific Gaze. Then one Bite and two Tail Slaps." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 25 (3d12+6) piercing damage. If target is a Huge or smaller creature it must make DC 18 Dex save or be swallowed by gigantura. A swallowed creature is blinded and restrained has total cover vs. attacks and effects outside gigantura and takes 21 (6d6) acid at start of each of gigantura's turns. Gigantura can have up to 2 Huge 4 Large 6 Medium or 8 Small creatures swallowed at one time. If gigantura takes 30+ damage on a single turn from a creature inside it gigantura must make DC 20 Con save at end of that turn or regurgitate all swallowed creatures which fall prone in a space within 10 ft. of gigantura. If gigantura dies swallowed creature is no longer restrained by it and can escape from corpse by using 20' of move exiting prone." }, { "name": "Tail Slap", "desc": "Melee Weapon Attack: +11 to hit, 15 ft., one target, 17 (2d10+6) bludgeoning damage." }, { "name": "Horrific Gaze", "desc": "Its telescoping eyes swirl disconcertingly in direction of one creature it can see within 60' of it. If target can see gigantura target stunned until end of its next turn (DC 18 Con negates). A target that successfully saves is immune to this gigantura's Horrific Gaze for the next 24 hrs." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Telescoping Eyes", "desc": "Advantage on Wis (Perception) checks that rely on sight and magical darkness doesn't impede its darkvision. Also disadvantage on ability checks and saves vs. being blinded." }, { "name": "Water Breathing", "desc": "Can breathe only underwater." } ], "spell_list": [], "page_no": 208, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_gigantura/" }, { "slug": "life-broker", "desc": "", "name": "Life Broker", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 190, "hit_dice": "20d8+100", "speed": { "walk": 30 }, "strength": 15, "dexterity": 19, "constitution": 20, "intelligence": 19, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 1, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "nonmagic B/P/S attacks not made w/cold iron weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60', passive Perception 17", "languages": "Common, Sylvan", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Three Rapier attacks." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 8 (1d8+4) piercing damage + 18 (4d8) necrotic." }, { "name": "Life Feast (Recharge 5-6)", "desc": "Pulls life from hostile creatures within 30' of it that aren't Constructs or Undead. Each such creature in the area: 36 (8d8) necrotic (DC 18 Con half). Broker gains temp hp equal to the single highest amount of necrotic dealt and has advantage on attack rolls until the end of its next turn." } ], "bonus_actions": [ { "name": "Quick-Footed", "desc": "Takes Dash Disengage or Dodge." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Draw Life Essence", "desc": "Can spend 10 min coaxing life essence out of willing creature taking only agreed amount of time from creature's max lifetime. Essence appears as rosy mist that rises from mouth nose or skin of creature and snakes into carved crystal vial in broker's cloak where it takes the form of a crimson liquid. Creature that drinks such a vial gains life stored within it provided broker gave vial willingly. If broker draws all remaining life from creature creature dies and can be returned to life only via wish spell." }, { "name": "Life Reading", "desc": "If it spends 1 min studying a mortal creature it can see within 30' of it broker can determine the remainder of that creature's natural life to the second." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Necrotic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals + 4d8 necrotic (included below)." } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_life-broker/" }, { "slug": "nariphon", "desc": "", "name": "Nariphon", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 10, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "17d12+85", "speed": { "walk": 15 }, "strength": 24, "dexterity": 6, "constitution": 21, "intelligence": 6, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, poison", "condition_immunities": "exhaustion, poisoned, prone", "senses": "tremorsense 120', passive Perception 17", "languages": "understands Common but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Four Roots or Thorns attacks." }, { "name": "Roots", "desc": "Melee Weapon Attack: +12 to hit, 15 ft., one target, 18 (2d10+7) bludgeoning damage and target is grappled (escape DC 18). Until the grapple ends target is restrained and it takes 3 (1d6) poison at the start of each of its turns. The nariphon has four roots each of which can grapple only one target." }, { "name": "Thorns", "desc": "Ranged Weapon Attack: +12 to hit 30/120' one target 17 (3d6+7) piercing damage and target must make DC 18 Wis save or thorn falls to the ground and instantly grows into a vegetative clone (see above) under nariphon's control." } ], "bonus_actions": [ { "name": "Bury", "desc": "One creature grappled by nariphon is knocked prone dragged into ground and buried just below surface ending grapple. Victim is restrained unable to breathe or stand up. Creature including victim can use action to free buried creature via DC 18 Str." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False", "desc": "[+]Appearance[/+] Motionless: indistinguishable from ordinary tree." }, { "name": "Vegetative Clone", "desc": "A vegetative clone resembles the creature hit by the nariphon's Thorn attack. Each clone uses stats of an awakened tree except it has the target's size speed and any special senses such as darkvision. Clones are extensions of the nariphon and it can see and hear what a clone sees and hears as if it was in the clone's space. The nariphon can switch from using its senses to using a clone's or back again as a bonus action. Nariphon can have no more than six vegetative clones under its control at one time. Each clone remains until killed or until the nariphon dismisses it (no action required)." } ], "spell_list": [], "page_no": 285, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_nariphon/" }, { "slug": "nautiloid", "desc": "", "name": "Nautiloid", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 216, "hit_dice": "16d20+48", "speed": { "walk": 0, "swim": 90 }, "strength": 21, "dexterity": 15, "constitution": 16, "intelligence": 7, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "piercing, bludgeoning, & slashing from nonmagical attacks ", "damage_immunities": "cold", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 60', darkvision 300', passive Perception 16", "languages": "understands Primordial but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Two Beak attacks and one Tentacles attack." }, { "name": "Beak", "desc": "Melee Weapon Attack: +10 to hit, 10 ft., one target, 21 (3d10+5) piercing damage + 9 (2d8) poison." }, { "name": "Tentacles", "desc": "Melee Weapon Attack: +10 to hit, 30 ft., one target, 18 (2d12+5) bludgeoning damage and target is grappled (escape DC 18). Until this grapple ends target is restrained nautiloid can automatically hit target with its Tentacles and nautiloid can't make Tentacles attacks vs. other targets." }, { "name": "Jet Propulsion (Recharge 5-6)", "desc": "Releases a magical burst of pressure that propels it backwards in a line that is 90' long and 10 ft. wide. Each creature within 15 ft. of the space the nautiloid left and each creature in that line must make a DC 18 Con save. On a failure a creature takes 45 (10d8) force and is pushed up to 20' away from the nautiloid and knocked prone. On a success a creature takes half the damage but isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": [ { "name": "Withdraw", "desc": "When a creature the nautiloid can see targets it with an attack the nautiloid can pull its body into its shell gaining a +5 bonus to AC until the start of its next turn." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Traveler", "desc": "Doesn't require air food drink sleep or ambient pressure." }, { "name": "Enchanted Shell", "desc": "A dome of magic covers the nautiloid just large enough to contain its shell. The nautiloid can control the ambient pressure temperature water levels and breathable air levels (for air-breathing passengers) inside allowing creatures and objects within it to exist comfortably in spite of conditions outside. Creatures and objects within the shell have total cover vs. attacks and other effects outside the nautiloid. Creatures inside the shell can exit whenever they want but nothing can pass into the shell's dome unless the nautiloid allows it. Area inside dome is a magnificent palace carved into nautiloid's shell complete with open ‘air' balconies used as entrances/exits and numerous covered chambers that can comfortably hold up to 50 passengers. Palace is 60' long 30' wide and 80' tall. When it dies any creatures inside dome are expelled into unoccupied spaces near the closest exit." }, { "name": "Limited Telepathy", "desc": "The nautiloid can magically communicate simple ideas emotions and images telepathically with any creature inside the magical dome that surrounds it shell. Similarly it can hear and understand any creature inside the dome regardless of the language it speaks." } ], "spell_list": [], "page_no": 286, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_nautiloid/" }, { "slug": "tigebra", "desc": "", "name": "Tigebra", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d10+80", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 18, "intelligence": 5, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "blindsight 10', passive Perception 17", "languages": "—", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "One Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, 15 ft., one creature,. 27 (4d10+5) piercing damage + 10 (3d6) poison and the target must make DC 17 Con save or be poisoned for 1 min. While poisoned the creature suffers wracking pain that halves its speed. A poisoned creature can re-save at end of each of its turns ending the effects on itself on a success." }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, 5 ft., one target, 23 (4d8+5) slashing damage." } ], "bonus_actions": [ { "name": "Hypnotic Gaze", "desc": "Gazes on one creature it can see within 60' of it. If target can see it: paralyzed until end of its next turn (DC 17 Wis negates immune to tigebra's Hypnotic Gaze 24 hrs)." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Final Fury", "desc": "When reduced to 0 hp its head and neck separate from body. Snake-like remnant immediately attacks nearest creature moving up to its speed if necessary even if it has already taken its turn this round. This remnant has same stats as original tigebra except it is Medium has 30 hp and can make only one Bite on its turn. Head remains active for 1d4 rounds or until killed." }, { "name": "Keen Hearing and Smell", "desc": "Has advantage on Wis (Perception) checks that rely on hearing or smell." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Potent Poison", "desc": "A creature that normally has resistance to poison doesn't have resistance to the tigebra's poison. If a creature normally has immunity to poison it has resistance to the tigebra's poison instead." } ], "spell_list": [], "page_no": 369, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_tigebra/" }, { "slug": "angelic-enforcer", "desc": "A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._ \nAngelic enforcers are lion-headed celestials that hunt rogue angels. \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.", "name": "Angelic Enforcer", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30, "fly": 90 }, "strength": 22, "dexterity": 18, "constitution": 18, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "insight": 9, "intimidation": 9, "perception": 9, "survival": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "radiant", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The angelic enforcer makes two melee attacks, but can use its bite only once." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Change Shape", "desc": "The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blazing Weapons", "desc": "The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The angelic enforcer knows if it hears a lie." }, { "name": "Magic Resistance", "desc": "The enforcer has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good" } ], "spell_list": [], "page_no": 17, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_angelic-enforcer/" }, { "slug": "boneshard-wraith", "desc": "A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._ \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.", "name": "Boneshard Wraith", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 15, "hover": true, "fly": 60 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 16", "languages": "any languages it knew in life, Void Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.", "attack_bonus": 7, "damage_dice": "4d8+3" }, { "name": "Boneshard Cyclone (Recharge 5-6)", "desc": "The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_boneshard-wraith/" }, { "slug": "chronomatic-enhancer", "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._ \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.", "name": "Chronomatic Enhancer", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 21, "dexterity": 11, "constitution": 19, "intelligence": 9, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Time-Infused Gears", "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase." } ], "bonus_actions": null, "reactions": [ { "name": "Alter Timeline", "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Delay", "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed." }, { "name": "Immutable Form", "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form." } ], "spell_list": [], "page_no": 64, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_chronomatic-enhancer/" }, { "slug": "culicoid", "desc": "Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head._ \n**Abyssal Swamp Dwellers.** Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes. \n**Buzzing and Itching.** Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash. \n**Friend to Mosquitos.** The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as Open Game License", "name": "Culicoid", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d10+80", "speed": { "fly": 60, "hover": true, "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 11, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "acrobatics": 6, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Abyssal, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The culicoid makes three attacks: one with its proboscis and two with its needle claws." }, { "name": "Needle Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the culicoid can automatically hit the target with its needle claw, and it can't use the same needle claw against other targets. The culicoid has two needle claws, each of which can grapple only one target.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Proboscis", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, a creature must succeed on a DC 16 Wisdom saving throw at the start of each of its turns or spend its full turn scratching the rash. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success.", "attack_bonus": 9, "damage_dice": "2d8+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Sense", "desc": "The culicoid can pinpoint, by scent, the location of creatures that have blood within 60 feet of it." }, { "name": "Cloud of Mosquitos", "desc": "When the culicoid is reduced to 0 hp, it transforms into a swarm of mosquitos (use the statistics of a swarm of insects). If at least one mosquito from the swarm survives for 24 hours, the culicoid reforms at the following dusk from the remaining mosquitos, regaining all its hp and becoming active again." }, { "name": "Magic Resistance", "desc": "The culicoid has advantage on saving throws against spells and other magical effects." }, { "name": "Mosquito-Proof", "desc": "The culicoid can't be subjected to blood drain from mosquitos and mosquito-like creatures." }, { "name": "Speak with Mosquitos", "desc": "The culicoid can communicate with mosquitos and other mosquito-like creatures as if they shared a language." } ], "spell_list": [], "page_no": 94, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_culicoid/" }, { "slug": "death-barque", "desc": "Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._ \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License", "name": "Death Barque", "size": "Gargantuan", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "swim": 50, "walk": 0 }, "strength": 20, "dexterity": 18, "constitution": 23, "intelligence": 8, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "psychic", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Darakhul, Deep Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The death barque makes three attacks: one with its bite and two with its tail smash." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10+5" }, { "name": "Tail Smash", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and must succeed on a DC 17 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Shrapnel Burst", "desc": "The death barque launches a ball of bone shards from its tail at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Necrotic Breath (Recharge 5-6)", "desc": "The death barque exhales a dark cloud of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The death barque is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The death barque has advantage on saving throws against spells and other magical effects." }, { "name": "Siege Monster", "desc": "The death barque deals double damage to objects and structures." }, { "name": "Turn Resistance", "desc": "The death barque has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 268, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_death-barque/" }, { "slug": "derendian-moth-abomination", "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._ \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.", "name": "Derendian Moth Abomination", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "20d12+80", "speed": { "walk": 30, "fly": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 16, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, necrotic", "condition_immunities": "frightened", "senses": "darkvision 120 ft., passive Perception 16", "languages": "—", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "1d8+1" }, { "name": "Beak", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Wings of the Primal Tender (1/Day)", "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.", "legendary_actions": [ { "name": "Detect", "desc": "The abomination makes a Perception check." }, { "name": "Pursue", "desc": "The abomination moves its flying speed." }, { "name": "Lay Eggs (Costs 2 Actions)", "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies." } ], "special_abilities": [ { "name": "Antennae", "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Assimilation", "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Weapons", "desc": "The Derendian moth abomination's weapon attacks are magical." }, { "name": "Unbound", "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained." } ], "spell_list": [], "page_no": 96, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_derendian-moth-abomination/" }, { "slug": "galidroo", "desc": "This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently._ \n**Wasteland Monstrosity.** The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like Open Game License", "name": "Galidroo", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "burrow": 20, "walk": 40 }, "strength": 22, "dexterity": 13, "constitution": 20, "intelligence": 11, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic", "condition_immunities": "exhaustion", "senses": "darkvision 90 ft., passive Perception 18", "languages": "Deep Speech, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6+6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn't have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can't use its tail on another target.", "attack_bonus": 10, "damage_dice": "3d6+6" }, { "name": "Prophetic Screech (Recharge 5-6)", "desc": "The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn't incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Lassitude", "desc": "A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can't use reactions, its speed is halved, and it can't make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo's Aura of Lassitude for the next 24 hours." }, { "name": "Selective Precognition", "desc": "The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can't use these spells to gain information about itself or its personal future or past." }, { "name": "Two-Headed", "desc": "The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." } ], "spell_list": [], "page_no": 161, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_galidroo/" }, { "slug": "glacier-behemoth", "desc": "A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body._ \n**Slow but Steady.** Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes. \n**Bulettekin.** Glacier behemoths are arctic relatives to Open Game License", "name": "Glacier Behemoth", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "burrow": 20, "walk": 20 }, "strength": 24, "dexterity": 3, "constitution": 21, "intelligence": 4, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "athletics": 11, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "grappled, prone, restrained", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The glacier behemoth makes two bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.", "attack_bonus": 11, "damage_dice": "4d12+7" }, { "name": "Inexorable Charge", "desc": "If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The glacier behemoth's movement along this line doesn't provoke opportunity attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ground Disruptor", "desc": "When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain." }, { "name": "Unstoppable", "desc": "Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn't cost the glacier behemoth extra movement. Its speed can't be reduced by any effect." } ], "spell_list": [], "page_no": 177, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_glacier-behemoth/" }, { "slug": "illhveli-kembingur", "desc": "A bright-red crest runs along the back of this monstrous whale._ \n**Demon of the Deep.** Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciously hunts down ships to sink them and gorge itself on the crew, and many seagoing humanoids believe it to be some sort of demon or evil spirit. \n**Blood on the High Seas.** The kembingur’s ability to smell blood is legendary, and the beast has been known to track bleeding targets for days without rest. A kembingur typically thrashes around in the water to founder smaller vessels it cannot easily overturn, then it focuses on mauling anyone who falls into the water. Eternally cruel, the kembingur enjoys taking small nips out of a creature to prolong its death, letting the victim slowly bleed out.", "name": "Illhveli, Kembingur", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "12d20+84", "speed": { "swim": 60, "walk": 5 }, "strength": 27, "dexterity": 12, "constitution": 24, "intelligence": 7, "wisdom": 14, "charisma": 12, "strength_save": 12, "dexterity_save": null, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "athletics": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 20", "languages": "understands Common but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The kembingur makes one bite attack and one tail attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) piercing damage.", "attack_bonus": 12, "damage_dice": "6d6+8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d8+8" }, { "name": "Churn Water (Recharge 4-6)", "desc": "The kembingur thrashes violently. Each creature within 20 feet of the kembingur must make a DC 17 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe water within 60 feet of the kembingur becomes difficult terrain for 1 minute. Each creature that starts its turn on the deck of a ship in this area must succeed on a DC 17 Dexterity saving throw or fall overboard." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The kembingur has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Blood Scent", "desc": "The kembingur can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the kembingur has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp." }, { "name": "Hold Breath", "desc": "The kembingur can hold its breath for 1 hour." }, { "name": "Siege Monster", "desc": "The kembingur deals double damage to objects and structures." } ], "spell_list": [], "page_no": 211, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_illhveli-kembingur/" }, { "slug": "infernal-swarm", "desc": "A towering winged devil looms above, a wicked scimitar in its grasp. Its form shifts subtly, hinting at a deeper secret._ \n**Infernal Insects.** Infernal swarms are found throughout the Hells. Considered a delicacy, these insects can form a hive mind, which they use to shape their swarm into a massive winged devil whenever they are threatened. The individual insects are bat-winged and have bulging eyes, long spindly legs, and a carapace covered in poisonous barbs. \n**Hellish Poison.** Infernal swarms feed on carrion, injecting the carcasses with a poison that liquifies tissue. This same poison coats their barbs, which painfully dissuades predators. \n**Sensitive to Sound.** Loud noises disorient the insects and interrupt their coordination, temporarily scattering the individuals. However, it is rare to encounter these silent killers hunting on their own, and if one is spotted, there are certain to be many more to follow.", "name": "Infernal Swarm", "size": "Huge", "type": "Fiend", "subtype": "Swarm of Devils", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "20d12+20", "speed": { "hover": true, "walk": 25, "fly": 40 }, "strength": 18, "dexterity": 16, "constitution": 13, "intelligence": 8, "wisdom": 12, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "bludgeoning, cold, piercing, psychic, slashing", "damage_immunities": "fire, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "understands Infernal but can’t speak, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "In fiend form, the infernal swarm makes three attacks: two with its scimitar and one with its slam, or three with its scimitar. In shapeless form, it makes three attacks with its bites." }, { "name": "Bites (Shapeless Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half its hp or fewer.", "attack_bonus": 9, "damage_dice": "8d6" }, { "name": "Poisonous Barb", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 8, "damage_dice": "2d6+3" }, { "name": "Scimitar (Fiend Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "3d6+4" }, { "name": "Slam (Fiend Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the infernal swarm can't slam another target. In addition, at the start of each of the target's turns, the target takes 14 (4d6) piercing damage.", "attack_bonus": 9, "damage_dice": "4d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the infernal swarm's darkvision" }, { "name": "Magic Resistance", "desc": "The infernal swarm has advantage on saving throws against spells and other magical effects." }, { "name": "Shaped Swarm", "desc": "As a bonus action, the swarm can shape itself into a Huge fiend or back into a shapeless mass. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. If a creature is more than 10 feet away from the infernal swarm, it must take an action to visually inspect the fiend form and succeed on a DC 25 Intelligence (Investigation) check to discern the Huge fiend is actually a swarm of Small insects. A creature within 10 feet of the swarm immediately discerns the truth.\n\nWhile in fiend form, it can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more humanoid form to accomplish. If the infernal swarm takes thunder damage while in its fiend form, it immediately changes to its shapeless form.\n\nWhile in shapeless form, it can occupy another creature's space and vice versa and can move through any opening large enough for a Small fiend, but it can't grapple or be grappled." } ], "spell_list": [], "page_no": 215, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_infernal-swarm/" } ] }{ "count": 3207, "next": "