Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=-damage_resistances&page=18
https://api.open5e.com/monsters/?format=api&ordering=-damage_resistances&page=19", "previous": "https://api.open5e.com/monsters/?format=api&ordering=-damage_resistances&page=17", "results": [ { "slug": "woe-siphon", "desc": "This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._ \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap. \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.", "name": "Woe Siphon", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 18, "dexterity": 17, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened, exhaustion", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Siphoning Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon 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.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Cause Despair", "desc": "The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. 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 this woe siphon's Cause Despair for the next 24 hours." }, { "name": "Invisibility", "desc": "The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Detect Sentience", "desc": "The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations." } ], "spell_list": [], "page_no": 373, "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_woe-siphon/" }, { "slug": "bone-collective", "desc": "_A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune._ \n**Spies and Sneaks.** Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes. \n**Zombie Mounts.** Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing. \n**Feed on Society.** Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle.", "name": "Bone Collective", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d6+64", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 14, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 5, "deception": 6, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Darakhul", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "8d12" }, { "name": "Wyrmblood Venom (Injury)", "desc": "Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective." }, { "name": "Innate Spellcasting", "desc": "the bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch\n\n3/day: animate dead (up to 5 skeletons or zombies)" }, { "name": "Swarm", "desc": "A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form." } ], "spell_list": [], "page_no": 39, "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_bone-collective/" }, { "slug": "chort-devil", "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._ \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8+120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 9, "skills": { "athletics": 11, "deception": 9, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.", "attack_bonus": 11, "damage_dice": "2d4" }, { "name": "Flaming Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d10" }, { "name": "Devilish Weapons", "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste" } ], "spell_list": [], "page_no": 104, "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_chort-devil/" }, { "slug": "drowned-maiden", "desc": "_The drowned maiden is usually found as the corpse of a women floating in the water, her long hair drifting with the current. Occasionally, these are drowned lads rather than maidens, though this is rare._ \n**Raging Romantics.** Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner. Either way, the drowned maiden awakens from death seeking vengeance. Even as she dishes out retribution, a drowned maiden often anguishes over her doomed existence and tragic fate. \n**Beckoning for Help.** The maiden lurks in the silent depths where she died—usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. A drowned maiden uses her disguise self ability to appear as in life. She silently beckons victims from afar, as if in danger of drowning. When within range, the maiden uses her hair to pull her victim close enough to kiss it. Victims soon weaken and drown. The victim’s final vision is the drowned maiden’s tearful lament over the loss of life. \n**Death to Betrayers.** Desperate individuals may bargain with drowned maidens, and they will release pleading victims who promise to return to their lair with the person who caused the maiden’s death. Embracing and drowning her betrayer releases the maiden from undeath.", "name": "Drowned Maiden", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "20d8", "speed": { "walk": 30, "swim": 40 }, "strength": 15, "dexterity": 16, "constitution": 10, "intelligence": 10, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "1d8" }, { "name": "Hair", "desc": "Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Kiss", "desc": "The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage." }, { "name": "Reel", "desc": "The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Grasping Hair", "desc": "The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it." }, { "name": "Innate Spellcasting", "desc": "the drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, silence" } ], "spell_list": [], "page_no": 159, "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_drowned-maiden/" }, { "slug": "goat-man", "desc": "_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._ \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service. \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well. \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.", "name": "Goat-Man", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 40 }, "strength": 19, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 4, "athletics": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Giant, Trollkin, but cannot speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The goat-man makes one bite attack and one slam attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Headbutt", "desc": "If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action." } ], "spell_list": [], "page_no": 231, "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_goat-man/" }, { "slug": "myling", "desc": "_Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack._ \n**Attack in a Rage.** Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly. \n**Ungrateful Rest.** While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling. \n**Urchin Rhymes and Songs.** Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm. \n**Undead Nature.** A myling doesn’t require air, food, drink, or sleep.", "name": "Myling", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6+10", "speed": { "walk": 30, "burrow": 10 }, "strength": 15, "dexterity": 10, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The myling makes one bite and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.", "attack_bonus": 4, "damage_dice": "2d4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Buried Alive", "desc": "If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 301, "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_myling/" }, { "slug": "ice-devil", "desc": "", "name": "Ice Devil", "size": "Large", "type": "Fiend", "subtype": "devil", "group": "Devils", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 180, "hit_dice": "19d10+76", "speed": { "walk": 40 }, "strength": 21, "dexterity": 14, "constitution": 18, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 12", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes three attacks: one with its bite, one with its claws, and one with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.", "attack_bonus": 10, "damage_dice": "2d6+3d6", "damage_bonus": 5 }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.", "attack_bonus": 10, "damage_dice": "2d4+3d6", "damage_bonus": 5 }, { "name": "Tail", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.", "attack_bonus": 10, "damage_dice": "2d6+3d6", "damage_bonus": 5 }, { "name": "Wall of Ice", "desc": "The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.\nWhen the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.\nThe wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 277, "environments": [ "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_ice-devil/" }, { "slug": "chernomoi-tob1-2023", "desc": "False", "name": "Chernomoi", "size": "Tiny", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "", "hit_points": 32, "hit_dice": "5d4 + 20", "speed": { "walk": 20, "fly": 20 }, "strength": 9, "dexterity": 18, "constitution": 18, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Acrobatics": 6, "Perception": 2, "Stealth": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage." }, { "name": "Shriek (Recharge 5-6)", "desc": "The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one." }, { "name": "Spellcasting", "desc": "The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: detect magic, mage hand, mending, message, prestidigitation\n1/day each: detect poison and disease, dimension door" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 54, "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_chernomoi/" }, { "slug": "chortdevil-tob1-2023", "desc": "False", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8 + 120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 19, "skills": { "Athletics": 11, "Deception": 9, "Insight": 9, "Perception": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Infernal, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic." }, { "name": "Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage." }, { "name": "Teleport", "desc": "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Spellcasting", "desc": "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: charm person, illusory script (as an action)\n3/day each: dispel magic, modify memory\n1/day: haste" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the chort devil's darkvision." }, { "name": "Hellish Weapons", "desc": "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The chort devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 93, "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_chort-devil/" }, { "slug": "drownedmaiden-tob1-2023", "desc": "False", "name": "Drowned Maiden", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "20d8", "speed": { "walk": 40 }, "strength": 15, "dexterity": 16, "constitution": 10, "intelligence": 10, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 11, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss." }, { "name": "Hair", "desc": "Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp; immunity to necrotic, poison, and psychic damage)." }, { "name": "Draining Kiss", "desc": "One creature within 5 feet of the maiden and that she is grappling must make a DC 15 Charisma saving throw. On a failure, the target takes 10 (3d6) psychic damage, and its Strength is reduced by 1d6. On a success, the target takes half the damage, and its Strength isn't reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0." }, { "name": "Illusory Appearance", "desc": "The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the maiden is disguised." } ], "bonus_actions": [ { "name": "Reel", "desc": "The drowned maiden pulls each creature grappled by her up to 15 feet straight toward her." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 149, "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_drowned-maiden/" }, { "slug": "myling-tob1-2023", "desc": "False", "name": "Myling", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6 + 10", "speed": { "walk": 10, "burrow": 30 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 13 Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 (5d6) necrotic damage." } ], "bonus_actions": [ { "name": "Bury Alive (Recharge 6)", "desc": "The creature to which the myling is attached is knocked prone, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 Strength check." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Enfeebling Attacks", "desc": "Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." }, { "name": "Undead Nature", "desc": "The myling doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 281, "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_myling/" }, { "slug": "nichny-tob1-2023", "desc": "False", "name": "Nichny", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "17d8 + 51", "speed": { "walk": 30 }, "strength": 17, "dexterity": 19, "constitution": 17, "intelligence": 18, "wisdom": 18, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 17, "skills": { "Acrobatics": 7, "Insight": 7, "Perception": 7, "Stealth": 7 }, "damage_vulnerabilities": "The falseheart is vulnerable to radiant damage.", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Elvish, Primordial, Sylvan, Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The nichny makes two Claw or Luck-Stealing Bolt attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) force damage." }, { "name": "Luck-Stealing Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn." }, { "name": "Create Lucky Stone", "desc": "The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required)." }, { "name": "Teleport (Recharge 6)", "desc": "The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aura of Luck", "desc": "The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn." }, { "name": "Magic Resistance", "desc": "The nichny has advantage on saving throws against spells and other magical effects." }, { "name": "Soothsaying (1/Day)", "desc": "The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme." } ], "spell_list": [], "page_no": 284, "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_nichny/" }, { "slug": "vile-barber", "desc": "_A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps._ \nVile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries. \n_**Fey Punishers.**_ Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work. \n_**Slippery Fighters.**_ A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat. \n_**Assassins and Envoys.**_ Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean.", "name": "Vile Barber", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "leather armor", "hit_points": 28, "hit_dice": "8d6", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 10, "intelligence": 10, "wisdom": 8, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered or cold iron weapons", "damage_immunities": "", "condition_immunities": "frightened", "senses": "blindsight 60 ft., passive Perception 9", "languages": "Common, Goblin, Sylvan, Umbral", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The vile barber makes two attacks with its straight razor." }, { "name": "Straight Razor", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d4" }, { "name": "Unclean Cut", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.", "attack_bonus": 6, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Close-in Slasher", "desc": "The vile barber has advantage on attack rolls against any creature in the same space with it." }, { "name": "Inhumanly Quick", "desc": "The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn." }, { "name": "Invasive", "desc": "The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty." }, { "name": "Nimble Escape", "desc": "As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns." }, { "name": "Pilfer", "desc": "As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check." }, { "name": "Shadow Step", "desc": "As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn." } ], "spell_list": [], "page_no": 401, "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_vile-barber/" }, { "slug": "chernomoi", "desc": "_These scaly creatures resemble nothing so much as tiny, batwinged dragonkin._ \n**Dragon Sprites.** Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones. \n**Lair Alarms.** Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally.", "name": "Chernomoi", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "", "hit_points": 32, "hit_dice": "5d4+20", "speed": { "walk": 20, "fly": 20 }, "strength": 9, "dexterity": 18, "constitution": 18, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "acrobatics": 6, "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Shriek (Recharge 5-6)", "desc": "The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, invisibility, mage hand, mending, message, prestidigitation\n\n1/day each: detect poison and disease, dimension door" } ], "spell_list": [], "page_no": 55, "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_chernomoi/" }, { "slug": "lord-zombie", "desc": "", "name": "Lord Zombie", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The lord zombie makes two slam attacks. It can use its Life Drain in place of one slam attack.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.", "name": "Slam" }, { "attack_bonus": 6, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n\nA humanoid slain by this attack rises 24 hours later as a zombie under the lord's control, unless the humanoid is restored to life or its body is destroyed. The lord can have no more than twenty zombies under its control at one time.", "name": "Life Drain" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The zombie lord 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. It regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The lord telepathically commands all zombies it controls within 1 mile to immediately move up to half their speed. A zombie that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack. Life Drain (Costs 2 Actions). The lord makes a life drain attack. Arise (Costs 3 Actions). The lord targets a humanoid corpse within 30 feet, which rises as a zombie under the lord's control.", "name": "Shambling Hordes" } ], "special_abilities": [ { "desc": "If the lord fails a saving throw, it can choose to succeed instead.", "name": "Legendary Resistance (3/Day)" }, { "desc": "Any non-undead creature that starts its turn within 30 feet of the lord must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the lord's Stench for 24 hours.", "name": "Stench" }, { "desc": "If damage reduces the lord 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 lord drops to 1 hp instead.", "name": "Undead Fortitude" } ], "spell_list": [], "page_no": 26, "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_lord-zombie/" }, { "slug": "monarch-skeleton", "desc": "", "name": "Monarch Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "chain mail", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 30 }, "strength": 21, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "the languages it knew in life", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The monarch skeleton makes two dreadblade attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "name": "Dreadblade" }, { "desc": "Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.", "name": "Grasp of the Grave (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.", "name": "Master Tactician" }, { "desc": "As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.", "name": "Sovereign's Command" }, { "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.", "name": "Turning Defiance" } ], "spell_list": [], "page_no": 249, "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_monarch-skeleton/" }, { "slug": "roggenwolf", "desc": "", "name": "Roggenwolf", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": null, "hit_points": 60, "hit_dice": "11d8+11", "speed": { "walk": 40 }, "strength": 14, "dexterity": 16, "constitution": 13, "intelligence": 5, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "attack_bonus": 5, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) necrotic damage.", "name": "Bite" }, { "desc": "The roggenwolf lets loose a howl that can only be heard inside the minds of nearby creatures. Each creature within 30 feet of the roggenwolf that isn't an undead or a construct must succeed on a DC 13 Wisdom saving throw or become frightened and restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending both effects on itself on a success.", "name": "Howl (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The roggenwolf has advantage on Wisdom (Perception) checks that rely on hearing and smell.", "name": "Keen Hearing and Smell" } ], "spell_list": [], "page_no": 320, "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_roggenwolf/" }, { "slug": "huli-jing", "desc": "A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails._ \n**Canine Animosity.** Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs. \n**Energy Feeders.** The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid. \n**Symbols of Luck or Curses.** The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.", "name": "Huli Jing", "size": "Medium", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 130, "hit_dice": "20d8+40", "speed": { "walk": 40 }, "strength": 15, "dexterity": 18, "constitution": 14, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 11, "skills": { "perception": 11, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 21", "languages": "Common, Elvish, Sylvan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "In fox form, the huli jing uses Curse of Luck then makes two bite attacks. In humanoid form, it uses Curse of Luck then makes three jade dagger attacks." }, { "name": "Bite (True Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 911 (2d6 + 4) piercing damage and 14 (4d6) psychic damage.", "attack_bonus": 8, "damage_dice": "2d6+4" }, { "name": "Jade Dagger (Humanoid Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 7 (2d6) psychic damage", "attack_bonus": 8, "damage_dice": "1d4+4" }, { "name": "Curse of Luck", "desc": "Each creature of the huli jing's choice within 60 feet of it and aware of it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the huli jing's Curse of Luck for the next 24 hours. Alternatively, the huli jing can choose up to three willing creatures within 60 feet of it. Each target has advantage on attack rolls and saving throws for 1 minute." }, { "name": "Draining Glance (Recharge 5-6)", "desc": "The huli jing draws sustenance from the psyches of living creatures in a 30-foot cone. Each creature in the area that isn't a construct or an undead must make a DC 16 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. The huli jing regains hp equal to the single highest amount of psychic damage dealt." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The huli jing can use its action to polymorph into a Medium female human of unearthly beauty, or back into its true, nine-tailed fox form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "The huli jing's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: charm person, invisibility (self only), major image\n3/day each: cure wounds, disguise self, fear\n2/day each: bestow curse, confusion\n1/day each: divination, modify memory" } ], "spell_list": [], "page_no": 204, "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_huli-jing/" }, { "slug": "warmth-thief", "desc": "A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold._ \n**Cursed Fairy.** Warmth thieves were fey in the court of the Queen who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen… and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering. \n**Unintended Side Effects.** Unknown to the Queen, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as Open Game License", "name": "Warmth Thief", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d4+75", "speed": { "fly": 40, "walk": 10, "hover": true }, "strength": 11, "dexterity": 18, "constitution": 20, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": null, "skills": { "deception": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons", "damage_immunities": "cold", "condition_immunities": "paralyzed, prone", "senses": "truesight 60 ft., passive Perception 12", "languages": "Common, Sylvan, Umbral", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The warmth thief makes two freezing claw attacks." }, { "name": "Freezing Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) cold damage. The warmth thief regains hp equal to half the cold damage dealt. The target must succeed on a DC 16 Constitution saving throw or be chilled for 1 minute. A chilled creature takes 7 (2d6) cold damage at the start of each of its turns. A chilled creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A humanoid slain while chilled rises 24 hours later as a chill haunt, unless the humanoid is restored to life or its body is destroyed.", "attack_bonus": 8, "damage_dice": "1d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Warmth Stealing", "desc": "At the start of each of the warmth thief's turns, each creature within 5 feet of the warmth thief must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. The warmth thief regains hp equal to the single highest amount of cold damage dealt." }, { "name": "Cold Physiology", "desc": "A warmth thief can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the warmth thief must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees." } ], "spell_list": [], "page_no": 366, "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_warmth-thief/" }, { "slug": "lordofthehunt-tob1-2023", "desc": "False", "name": "Lord of the Hunt", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 229, "hit_dice": "27d8 + 108", "speed": { "walk": 40 }, "strength": 21, "dexterity": 18, "constitution": 19, "intelligence": 14, "wisdom": 18, "charisma": 15, "strength_save": 11, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 8, "perception": 20, "skills": { "Athletics": 11, "Perception": 10, "Survival": 10 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, charmed, frightened, poisoned", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Draconic, Elvish, Sylvan", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "The Lord of the Hunt makes three Spear or Longbow attacks." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used in two hands, plus 14 (4d6) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet." }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) poison damage." }, { "name": "Hunter's Quarry", "desc": "The Lord of the Hunt magically calls 3d6 elk or boars, 1d4 giant boars or giant elk, or 1 elephant. The called Beasts arrive in 1d4 rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8." } ], "bonus_actions": [ { "name": "Fey Mount", "desc": "The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again." } ], "reactions": [ { "name": "Parry", "desc": "The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon." } ], "legendary_desc": "The Lord of the Hunt 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 Lord of the Hunt regains spent legendary actions at the start of his turn.", "legendary_actions": [ { "name": "Attack", "desc": "The Lord of the Hunt makes one Spear or Longbow attack." }, { "name": "Tenacious Stride", "desc": "The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead." }, { "name": "Call to the Hunt (Costs 2 Actions)", "desc": "The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw or be charmed by the Lord of the Hunt for 8 hours. The charmed target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target charmed at a time. If he charms another, the effect on the previous target ends." } ], "special_abilities": [ { "name": "Huntsman's Weapons", "desc": "The Lord of the Hunt's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 (4d6) poison damage (included in the attack)." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the Lord of the Hunt fails a saving throw, he can choose to succeed instead." }, { "name": "Sure Seat", "desc": "While mounted and not incapacitated, the Lord of the Hunt can't be knocked prone, dismounted, or moved against his will." } ], "spell_list": [], "page_no": 174, "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_lord-of-the-hunt/" }, { "slug": "snowqueen-tob1-2023", "desc": "False", "name": "Snow Queen", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 182, "hit_dice": "28d8 + 56", "speed": { "walk": 40 }, "strength": 16, "dexterity": 18, "constitution": 14, "intelligence": 18, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 20, "skills": { "Perception": 10, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons", "damage_immunities": "cold", "condition_immunities": "charmed, exhaustion, frightened", "senses": "blindsight 10 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Elvish, Giant, Sylvan", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The Snow Queen makes two Claw or Ice Bolt attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage." }, { "name": "Ice Bolt", "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn." }, { "name": "Cold Snap (Recharge 5-6)", "desc": "The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a DC 18 Constitution saving throw. On a failure, a creature takes 42 (12d6) cold damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature that is immune to cold damage doesn't suffer exhaustion, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is petrified in ice for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A petrified creature that takes fire damage has advantage on the saving throw to end the effect." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The Snow Queen 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 Snow Queen regains spent legendary actions at the start of her turn.", "legendary_actions": [ { "name": "Attack", "desc": "The Snow Queen makes a Claw or Ice Bolt attack." }, { "name": "Move", "desc": "The Snow Queen moves up to her speed without provoking opportunity attacks." }, { "name": "Snowblind", "desc": "One creature the Snow Queen can see within 120 feet of her must succeed on a DC 18 Dexterity saving throw or be blinded by swirling snow until the end of its next turn." }, { "name": "Wintry Swirl (Costs 2 Actions)", "desc": "Each creature within 15 feet of the Snow Queen must succeed on a DC 18 Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it." } ], "special_abilities": [ { "name": "Ice Climb", "desc": "When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check." }, { "name": "Icy Weapons", "desc": "The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack)." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the Snow Queen fails a saving throw, she can choose to succeed instead." }, { "name": "Snowsight", "desc": "The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty." }, { "name": "Snow Walk", "desc": "The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement." } ], "spell_list": [], "page_no": 184, "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_snow-queen/" }, { "slug": "vilebarber-tob1-2023", "desc": "False", "name": "Vile Barber", "size": "Small", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 14, "armor_desc": "", "hit_points": 35, "hit_dice": "10d6", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 10, "intelligence": 10, "wisdom": 8, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "Acrobatics": 3, "Stealth": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons", "damage_immunities": "False", "condition_immunities": "frightened", "senses": "darkvision 60 ft., passive Perception 9", "languages": "Common, Goblin, Sylvan, Umbral", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a DC 14 Dexterity saving throw or lose 3 (1d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing." }, { "name": "Straight Razor", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor." }, { "name": "Frightening Cut (Recharge 5-6)", "desc": "The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 (2d6) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Hidden Step", "desc": "The vile barber magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Frenzy", "desc": "The vile barber has advantage on melee attack rolls against any creature that doesn't have all its hp." } ], "spell_list": [], "page_no": 387, "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_vile-barber/" }, { "slug": "green-knight-of-the-woods", "desc": "", "name": "Green Knight of the Woods", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 20, "armor_desc": "plate, shield", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 18, "dexterity": 10, "constitution": 14, "intelligence": 10, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 3, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 6, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Elvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The green knight makes two attacks: one with its battle axe and one with its shield bash.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "1d8+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.", "name": "Battle Axe" }, { "attack_bonus": 7, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight's shield, and the green knight can't make shield bash attacks against other targets.", "name": "Shield Bash" }, { "attack_bonus": 7, "damage_dice": "1d6+4", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "name": "Javelin" } ], "bonus_actions": null, "reactions": [ { "desc": "When the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker.", "name": "Knight's Rebuke" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the green knight's head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight's next turn, preventing the green knight from dying from the loss of its head.", "name": "Headsman's Woe" }, { "desc": "As a bonus action, the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nOn its turn, the affected creature must move towards the green knight and make a melee attack against the green knight.", "name": "Knight's Challenge (3/Day)" }, { "desc": "The green knight has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The green knight can communicate with beasts and plants as if they shared a language.", "name": "Speak with Beasts and Plants" } ], "spell_list": [], "page_no": 209, "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_green-knight-of-the-woods/" }, { "slug": "bearing-golem", "desc": "A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._ \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets. \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License", "name": "Bearing Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 9, "dexterity": 18, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "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, grappled, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Steel Shot", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scattershot (Recharge 5-6)", "desc": "The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ambusher", "desc": "In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised." }, { "name": "False Appearance", "desc": "While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings." }, { "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." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Reform", "desc": "If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action." }, { "name": "Scatter", "desc": "As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area." } ], "spell_list": [], "page_no": 181, "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_bearing-golem/" }, { "slug": "caltrop-golem", "desc": "A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._ \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops. \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License", "name": "Caltrop Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 9, "dexterity": 18, "constitution": 16, "intelligence": 8, "wisdom": 12, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "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, grappled, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Steel Shot", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scattershot (Recharge 5-6)", "desc": "The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ambusher", "desc": "In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised." }, { "name": "False Appearance", "desc": "While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops." }, { "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." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Reform", "desc": "If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action." }, { "name": "Scatter", "desc": "As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area." } ], "spell_list": [], "page_no": 390, "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_caltrop-golem/" }, { "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": "repository", "desc": "A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._ \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities. \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies. \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane. \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.", "name": "Repository", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 16, "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": {}, "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 120 ft., passive Perception 11", "languages": "all", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The repository makes two slash attacks." }, { "name": "Slash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Language Lash (Recharge 5-6)", "desc": "The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A 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": "Immutable Form", "desc": "The repository is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The repository has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The repository's weapon attacks are magical." }, { "name": "Self-Destruct", "desc": "If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one." } ], "spell_list": [], "page_no": 306, "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_repository/" }, { "slug": "gargoyle", "desc": "", "name": "Gargoyle", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d8+21", "speed": { "walk": 30, "fly": 60 }, "strength": 15, "dexterity": 11, "constitution": 16, "intelligence": 6, "wisdom": 11, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison", "condition_immunities": "exhaustion, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Terran", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The gargoyle makes two attacks: one with its bite and one with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6", "damage_bonus": 2 }, { "name": "Claws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the gargoyle remains motion less, it is indistinguishable from an inanimate statue." } ], "spell_list": [], "page_no": 309, "environments": [ "Temple", "Underdark", "Urban", "Mountains", "Ruin", "Laboratory", "Tomb", "Hills", "Settlement", "Plane Of Earth" ], "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_gargoyle/" }, { "slug": "feywardtree-tob1-2023", "desc": "False", "name": "Feyward Tree", "size": "Huge", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d12 + 48", "speed": { "walk": 20 }, "strength": 25, "dexterity": 10, "constitution": 18, "intelligence": 3, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": 3, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 1, "perception": 13, "skills": { "Perception": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "lightning, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The feyward tree makes two Razor-Leafed Branch attacks." }, { "name": "Razor-Leafed Branch", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 9 (2d8) force damage." }, { "name": "Flaying Leaves (Recharge 5-6)", "desc": "The feyward tree launches a barrage of razor-sharp cold iron leaves from its branches. Each creature within 20 feet of the tree must make a DC 15 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aversion to Cold", "desc": "If the feyward tree takes cold damage, it has disadvantage on attack rolls and its speed is halved until the end of its next turn." }, { "name": "Construct Nature", "desc": "The feyward tree doesn't require air, food, drink, or sleep." }, { "name": "Enchanted Leaves", "desc": "The feyward tree's Razor-Leafed Branch attacks are magical. When the tree hits with its Razor-Leafed Branch, the branch deals an extra 9 (2d8) force damage (included in the attack)." }, { "name": "Immutable Form", "desc": "The feyward tree is immune to any spell or effect that would alter its form." }, { "name": "Lightning Absorption", "desc": "Whenever the feyward tree is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt." }, { "name": "Magic Resistance", "desc": "The feyward tree has advantage on saving throws against spells and other magical effects." }, { "name": "Warden's Reach", "desc": "A creature within 15 feet of a feyward tree that moves away from it provokes an opportunity attack even if the creature takes the Disengage action." } ], "spell_list": [], "page_no": 186, "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_feyward-tree/" }, { "slug": "monolithfootman-tob1-2023", "desc": "False", "name": "Monolith Footman", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d10 + 16", "speed": { "walk": 40 }, "strength": 15, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 10, "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": "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., passive Perception 10", "languages": "Elvish, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The footman makes two Shortsword attacks." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a DC 12 Charisma saving throw or become invisible, silent, and paralyzed for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Coldfire Weapons", "desc": "The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra 1d8 cold damage or fire damage (included in the attack), the champion's choice." }, { "name": "Construct Nature", "desc": "The monolith footman doesn't require air, food, drink, or sleep." }, { "name": "Simple Construction", "desc": "A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage." } ], "spell_list": [], "page_no": 275, "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_monolith-footman/" }, { "slug": "bone-golem", "desc": "", "name": "Bone Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "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": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The bone golem makes two attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.", "name": "Claw" }, { "attack_bonus": 6, "damage_dice": "1d8+3", "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.", "name": "Bone Shard" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. \n\nThe golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.", "name": "Berserk" }, { "desc": "While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.", "name": "False Appearance" }, { "desc": "The bone golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The bone golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The bone golem's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.", "name": "Necrotic Absorption" } ], "spell_list": [], "page_no": 201, "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_bone-golem/" }, { "slug": "keg-golem", "desc": "", "name": "Keg Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 16, "intelligence": 8, "wisdom": 7, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 3, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "name": "Slam" }, { "desc": "The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Ale Blast (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.", "name": "Empty Keg" }, { "desc": "The keg golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The keg golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.", "name": "Rolling Charge" } ], "spell_list": [], "page_no": 201, "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_keg-golem/" }, { "slug": "mud-golem", "desc": "", "name": "Mud Golem", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 10, "armor_desc": null, "hit_points": 27, "hit_dice": "6d6+6", "speed": { "walk": 20 }, "strength": 15, "dexterity": 10, "constitution": 13, "intelligence": 3, "wisdom": 8, "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": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 9", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "desc": "The mud golem makes two slam attacks.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "1d6+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.", "name": "Slam" }, { "attack_bonus": 2, "damage_dice": "1d6", "desc": "Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 3 (1d6) bludgeoning damage, and the target is blinded until the end of its next turn.", "name": "Mud Ball" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The mud golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" } ], "spell_list": [], "page_no": 201, "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_mud-golem/" }, { "slug": "paper-golem", "desc": "", "name": "Paper Golem", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": null, "hit_points": 7, "hit_dice": "2d4+2", "speed": { "fly": 30, "walk": 20 }, "strength": 8, "dexterity": 16, "constitution": 12, "intelligence": 3, "wisdom": 7, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 30 ft., passive perception 8", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "attack_bonus": 5, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "name": "Paper Cut" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "While the paper golem remains motionless, it is indistinguishable from an ordinary sheet of paper.", "name": "False Appearance" }, { "desc": "The paper golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.", "name": "Ink Blot (Recharge 4-6)" }, { "desc": "The paper golem's weapon attacks are magical.", "name": "Magic Weapons" } ], "spell_list": [], "page_no": 176, "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_paper-golem/" }, { "slug": "wood-golem", "desc": "", "name": "Wood Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 20 }, "strength": 18, "dexterity": 10, "constitution": 15, "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": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The wood golem makes two slam attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d8+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.", "name": "Slam" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The wood golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" } ], "spell_list": [], "page_no": 201, "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_wood-golem/" }, { "slug": "amber-ooze", "desc": "Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved._ \n**Arboreal Origins.** With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a Open Game License", "name": "Amber Ooze", "size": "Large", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 7, "armor_desc": null, "hit_points": 76, "hit_dice": "9d10+27", "speed": { "walk": 20 }, "strength": 16, "dexterity": 5, "constitution": 17, "intelligence": 1, "wisdom": 6, "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": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "—", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The amber ooze uses its Engulf. It then makes two pseudopod attacks." }, { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a plant or plant creature, it also takes 3 (1d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Engulf", "desc": "The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 13 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the ooze enters the creature's space and the creature is engulfed. The engulfed creature can't breathe, is restrained, and, after 1d4 rounds, the creature is petrified. A creature petrified by the ooze remains petrified until 24 hours after it exits the ooze. When the ooze moves, the engulfed creature moves with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 13 Strength (Athletics) check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Arboreal Movement", "desc": "The ooze can move through trees as if they were difficult terrain. Creatures preserved inside of it are expelled into unoccupied spaces within 5 feet of the tree when the amber ooze moves in this way. The amber ooze can end its turn inside a tree, but it is expelled into an unoccupied space within 5 feet of the tree if the tree is destroyed." }, { "name": "Spider Climb", "desc": "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 277, "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_amber-ooze/" }, { "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": "ash-phoenix", "desc": "A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave._ \nAsh phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres. \n**Cremated Birth.** For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an Open Game License", "name": "Ash Phoenix", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": null, "hit_points": 105, "hit_dice": "14d10+28", "speed": { "fly": 90, "hover": true, "walk": 0 }, "strength": 17, "dexterity": 20, "constitution": 15, "intelligence": 8, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 8 }, "damage_vulnerabilities": "radiant", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone", "senses": "darkvision 120 ft., passive Perception 15", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt." }, { "name": "Ash Talons", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Ash Storm (Recharge 5-6)", "desc": "The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke." }, { "name": "Rejuvenation", "desc": "If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site." }, { "name": "Shadow Stealth", "desc": "While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action." }, { "name": "Wind Weakness", "desc": "While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 28, "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_ash-phoenix/" }, { "slug": "ashen-custodian", "desc": "A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._ \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License", "name": "Ashen Custodian", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": null, "hit_points": 99, "hit_dice": "18d8+18", "speed": { "walk": 30 }, "strength": 10, "dexterity": 21, "constitution": 12, "intelligence": 14, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Elvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The ashen custodian makes two cleansing strike attacks." }, { "name": "Cleansing Strike", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.", "attack_bonus": 8, "damage_dice": "1d8+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Controller", "desc": "As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn." }, { "name": "Forest Cleanser", "desc": "When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage." }, { "name": "Magic Resistance", "desc": "The ashen custodian has advantage on saving throws against spells and other magical effects." }, { "name": "Warming Presence", "desc": "When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp." }, { "name": "Innate Spellcasting", "desc": "The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire" } ], "spell_list": [], "page_no": 29, "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_ashen-custodian/" }, { "slug": "avulzor", "desc": "A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves._ \n**Horrors from Beyond Reality.** Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. \n**Masters of Bone.** While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like Open Game License", "name": "Avulzor", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "bone kilt", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "walk": 30 }, "strength": 19, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "arcana": 7, "insight": 6, "intimidation": 8, "medicine": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "paralyzed, stunned", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The avulzor makes two claw attacks and two synchronized bite attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Synchronized Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "4d4+4" }, { "name": "Animate Bones (Recharge 5-6)", "desc": "The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Shaping", "desc": "The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: \n* Armor Class increases by 2 \n* Reach increases by 5 feet \n* Melee weapon attacks deal an extra 1d4 damage of the weapon's type. \n* Speed increases by 10 feet." }, { "name": "Bone Kilt", "desc": "The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3." }, { "name": "Turning Defiance", "desc": "Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead." } ], "spell_list": [], "page_no": 37, "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_avulzor/" }, { "slug": "barometz", "desc": "This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes._ \n**Born of Fruit.** The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants. \n**A Feast for Kings.** The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.", "name": "Barometz", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 20 }, "strength": 16, "dexterity": 11, "constitution": 18, "intelligence": 5, "wisdom": 16, "charisma": 13, "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": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Sylvan but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The barometz makes two attacks: one with its gore and one with its hooves." }, { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fruit of the Land", "desc": "When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes' feast spell for 8 hours. If the feast isn't consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves." }, { "name": "Parent Vine", "desc": "The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies." }, { "name": "Regeneration", "desc": "The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz's parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Wildland Runner", "desc": "Difficult terrain composed of forest underbrush, bushes, or vines doesn't cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells." } ], "spell_list": [], "page_no": 38, "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_barometz/" }, { "slug": "bone-colossus", "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": "Bone Colossus", "size": "Gargantuan", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 181, "hit_dice": "11d20+66", "speed": { "walk": 30 }, "strength": 24, "dexterity": 11, "constitution": 22, "intelligence": 14, "wisdom": 16, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "intimidation": 13, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 18", "languages": "Common, Darakhul", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The bone colossus makes two attacks." }, { "name": "Thunderous Slam (Colossus Form Only)", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.", "attack_bonus": 12, "damage_dice": "4d10+7" }, { "name": "Razor Teeth (Swarm Form Only)", "desc": "Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.", "attack_bonus": 12, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Collective Mind", "desc": "The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1." }, { "name": "Siege Monster", "desc": "The bone colossus deals double damage to objects and structures." }, { "name": "Swarm Form", "desc": "A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it." }, { "name": "Turn Resistance", "desc": "The bone colossus has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 267, "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_bone-colossus/" }, { "slug": "boreas-chosen", "desc": "The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._ \nRegardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor. \n**Blood and Weapons of Ice.** A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed. \n**Blessed and Loyal.** Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.", "name": "Boreas’ Chosen", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "leather armor, shield", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 17, "dexterity": 14, "constitution": 19, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 3, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "charmed, exhaustion, frightened", "senses": "passive Perception 12", "languages": "Common, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "Boreas' chosen makes two ice spear attacks." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage.", "attack_bonus": 6, "damage_dice": "1d6+3" }, { "name": "Breath of the North Wind", "desc": "(Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Frozen Blood", "desc": "A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage." }, { "name": "Ice Runes", "desc": "The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)." }, { "name": "Ice Walk", "desc": "The chosen 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." } ], "spell_list": [], "page_no": 48, "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_boreas-chosen/" }, { "slug": "broodmother-of-leng", "desc": "A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward._ \nDeep in the bowels of the cursed land of Leng, the Open Game License", "name": "Broodmother of Leng", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d12+51", "speed": { "climb": 30, "walk": 40 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 17, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": 7, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "intimidation": 4, "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned, unconscious", "senses": "darkvision 240 ft., passive Perception 14", "languages": "Common, Void Speech", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The broodmother of Leng makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage.", "attack_bonus": 8, "damage_dice": "3d10+4" }, { "name": "Spit Venom", "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn.", "attack_bonus": 6, "damage_dice": "4d8+2" }, { "name": "Call Brood (1/Day)", "desc": "The broodmother spawns 2d4 swarms of spiderlings (treat as spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": [ { "name": "Protect the Future", "desc": "When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brood Leader", "desc": "Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute." }, { "name": "Eldritch Understanding", "desc": "A broodmother of Leng can read and use any scroll." }, { "name": "Poisonous Blood", "desc": "A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn." }, { "name": "Innate Spellcasting", "desc": "The broodmother of Leng's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: charm person, chill touch, comprehend languages, detect magic\n3/day each: hold person, suggestion, thunderwave\n1/day each: dream, legend lore, mislead, scrying" } ], "spell_list": [], "page_no": 52, "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_broodmother-of-leng/" }, { "slug": "dread-walker-excavator", "desc": "These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._ \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago. \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown. \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt. \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.", "name": "Dread Walker Excavator", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "climb": 30, "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 19, "constitution": 14, "intelligence": 14, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The excavator makes two foreleg attacks." }, { "name": "Foreleg", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Excavation Beam", "desc": "Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.", "attack_bonus": 7, "damage_dice": "5d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arcane Instability", "desc": "When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage." }, { "name": "Spider Climb", "desc": "The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 129, "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_dread-walker-excavator/" }, { "slug": "fabricator", "desc": "A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._ \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary. \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper. \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.", "name": "Fabricator", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "climb": 15, "walk": 30, "swim": 15 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 15, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "force, poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Common, Deep Speech, and Draconic but can’t speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The fabricator makes two disassembling slam attacks." }, { "name": "Disassembling Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.", "attack_bonus": 8, "damage_dice": "2d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Assemble", "desc": "With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials." }, { "name": "Dismantling Form", "desc": "A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active." } ], "spell_list": [], "page_no": 138, "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_fabricator/" }, { "slug": "far-dorocha", "desc": "The fey lady’s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow._ \n**Fey Stewards.** The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien. \n**Abductor of Mortals.** Sometimes called the “dark man” or “fear dorcha,” these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.", "name": "Far Dorocha", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 14, "armor_desc": "natural armor), 18 while in dim light or darkness", "hit_points": 82, "hit_dice": "15d8+15", "speed": { "walk": 30 }, "strength": 10, "dexterity": 18, "constitution": 13, "intelligence": 14, "wisdom": 10, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "deception": 7, "perception": 3, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Elvish, Sylvan, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The far dorocha makes two dirk attacks." }, { "name": "Dirk", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Dark Invitation", "desc": "One humanoid within 30 feet of the far dorocha and that can hear it must succeed on a DC 15 Charisma saving throw or be magically charmed for 1 day. The charmed target believes it has been invited to meet with the far dorocha's master and accompanies the far dorocha. Although the target isn't under the far dorocha's control, it takes the far dorocha's requests or actions in the most favorable way it can. Each time the far dorocha or its companions do anything harmful to the target, the target can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect ends if the far dorocha is destroyed, is on a different plane of existence than the target, or uses its bonus action to end the effect. If the target successfully saves against the effect, or if the effect ends for it, the target is immune to the far dorocha's Dark Invitation for the next 24 hours.\n\nThe far dorocha can have only one target charmed at a time. If it charms another, the effect on the previous target ends." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shadow Traveler (3/Day)", "desc": "As a bonus action while in shadows, dim light, or darkness, the far dorocha disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait." }, { "name": "Traveler in Darkness", "desc": "The far dorocha has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." }, { "name": "Under the Cloak of Night", "desc": "While in dim light or darkness, the far dorocha's AC includes its Charisma modifier, and it has advantage on saving throws." }, { "name": "Innate Spellcasting", "desc": "The far dorocha's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: disguise self, thaumaturgy\n3/day each: command, phantom steed\n1/day each: compulsion, darkness" } ], "spell_list": [], "page_no": 142, "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_far-dorocha/" }, { "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": "graknork", "desc": "Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._ \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world. \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.", "name": "Graknork", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 201, "hit_dice": "13d20+65", "speed": { "swim": 30, "walk": 50 }, "strength": 25, "dexterity": 18, "constitution": 21, "intelligence": 5, "wisdom": 13, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "—", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.", "attack_bonus": 12, "damage_dice": "3d10+7" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "3d8+7" }, { "name": "Eye Ray", "desc": "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.", "attack_bonus": 9, "damage_dice": "5d6" }, { "name": "Freezing Eye (Recharge 5-6)", "desc": "The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The graknork has advantage on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 182, "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_graknork/" } ] }{ "count": 3207, "next": "