Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=-desc&page=21
https://api.open5e.com/monsters/?format=api&ordering=-desc&page=22", "previous": "https://api.open5e.com/monsters/?format=api&ordering=-desc&page=20", "results": [ { "slug": "adult-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Adult Boreal Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "17d12+102", "speed": { "fly": 80, "walk": 40, "swim": 30 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 15, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": 6, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 15, "skills": { "athletics": 13, "perception": 15, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Draconic, Giant", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10+8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6+8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8+8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 60-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 143, "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_adult-boreal-dragon/" }, { "slug": "ancient-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Ancient Boreal Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 407, "hit_dice": "22d20+176", "speed": { "walk": 40, "fly": 80, "swim": 30 }, "strength": 29, "dexterity": 10, "constitution": 27, "intelligence": 17, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 11, "perception": 18, "skills": { "athletics": 16, "perception": 18, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 28", "languages": "Draconic, Giant", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d10+9" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d6+9" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8+9" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 90-foot cone of superheated air filled with blue-white embers. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Ember Wreath (1/Day)", "desc": "As a bonus action, the boreal dragon wreathes its body in searing blue and white embers. The embers last for 1 minute or until the dragon uses its breath weapon. A creature that enters or starts its turn in a space within 30 feet of the dragon must make a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion as the water is sapped from its body by the unrelenting heat." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 143, "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_ancient-boreal-dragon/" }, { "slug": "boreal-dragon-wyrmling", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Boreal Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30, "fly": 60, "swim": 20 }, "strength": 17, "dexterity": 10, "constitution": 15, "intelligence": 11, "wisdom": 13, "charisma": 12, "strength_save": null, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 3, "perception": 5, "skills": { "athletics": 5, "perception": 5, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d10+3" }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 113, "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_boreal-dragon-wyrmling/" }, { "slug": "young-boreal-dragon", "desc": "Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._ \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License", "name": "Young Boreal Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "fly": 80, "walk": 40, "swim": 30 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 13, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 8, "skills": { "athletics": 8, "perception": 8, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 18", "languages": "Draconic, Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Cinder Breath (Recharge 5-6)", "desc": "The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 112, "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_young-boreal-dragon/" }, { "slug": "jack-of-strings", "desc": "Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._ \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals. \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face. \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.", "name": "Jack of Strings", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": null, "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 14, "dexterity": 19, "constitution": 17, "intelligence": 15, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 10, "performance": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Sylvan, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The jack of strings makes two mocking slap attacks." }, { "name": "Mocking Slap", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.", "attack_bonus": 7, "damage_dice": "2d6+3" }, { "name": "Animate Puppet", "desc": "The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time." }, { "name": "Puppet Link", "desc": "One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The jack of strings has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 218, "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_jack-of-strings/" }, { "slug": "cave-goat", "desc": "Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.", "name": "Cave Goat", "size": "Small", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 11, "armor_desc": null, "hit_points": 22, "hit_dice": "4d6+8", "speed": { "walk": 50 }, "strength": 14, "dexterity": 13, "constitution": 15, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Ram", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing", "desc": "The cave goat has advantage on Wisdom (Perception) checks that rely on hearing." }, { "name": "Sturdy Climber", "desc": "The cave goat has advantage on Strength (Athletics) checks to climb rocky surfaces." } ], "spell_list": [], "page_no": 389, "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_cave-goat/" }, { "slug": "carrier-mosquito", "desc": "Carrier mosquitos are massive insects that defy logic, as they not only stay aloft but also zip around with incredible speed and maneuverability. Their nine-foot wingspans keep them from falling out of the sky, but their wings beat frequently, producing an incredibly loud and distracting drone. Swamp-dwelling Open Game License", "name": "Carrier Mosquito", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "walk": 20, "fly": 40 }, "strength": 16, "dexterity": 13, "constitution": 15, "intelligence": 2, "wisdom": 8, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 9", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Impaling Proboscis", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, the mosquito can automatically hit the target with its impaling proboscis, and the mosquito can't make impaling proboscis attacks against other targets.", "attack_bonus": 5, "damage_dice": "2d10+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the carrier mosquito moves at least 20 feet straight toward a target and then hits it with an impaling proboscis attack on the same turn, the target takes an extra 5 (1d10) piercing damage." }, { "name": "Disruptive Droning", "desc": "While a carrier mosquito is in flight, it produces a constant, loud droning, forcing those nearby to shout in order to be heard. A spellcaster within 30 feet of the mosquito must succeed on a DC 10 spellcasting ability check to cast a spell with a verbal component. In addition, a creature that is concentrating on a spell and that starts its turn within 30 feet of the mosquito must succeed on a DC 10 Constitution saving throw or lose concentration on the spell." } ], "spell_list": [], "page_no": 389, "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_carrier-mosquito/" }, { "slug": "bull", "desc": "Bulky quadrupeds with vicious horns, bulls are territorial beasts known to charge creatures that they perceive as challenges.", "name": "Bull", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 11, "armor_desc": null, "hit_points": 25, "hit_dice": "3d10+9", "speed": { "walk": 40 }, "strength": 18, "dexterity": 12, "constitution": 16, "intelligence": 2, "wisdom": 9, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 9", "languages": "—", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "2d4+4" }, { "name": "Gore", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 4, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the bull moves at least 30 feet in a straight line toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage." } ], "spell_list": [], "page_no": 169, "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_bull/" }, { "slug": "otterfolk", "desc": "Brown fur covers the entire surface of this humanoid, which also has the black nose and small ears of an otter. Its piecemeal leather armor and weapon at the ready give the impression it is prepared for a fight._ \n**Foe to Reptilians.** While generally peaceful creatures, otterfolk bear an enmity for reptilians, owing to their near extinction in the jaws of giant alligators and other large swamp predators. They are wary of intelligent reptilian creatures, such as lizardfolk and naga, who regularly prey on their people. Otterfolk pass this animosity on to future generations through tales of heroic otterfolk overcoming ferocious snakes and mighty alligators. From the time an otterfolk kit can walk, it learns how to wield the atlatl and to be mindful of the presence of their hated foes. Otterfolk are wary of reptilian visitors or those accompanied by reptiles, but they are cordial to all others. \n**Swamp Guides.** Otterfolk are excellent sources of information about the territory surrounding their homes, and they often escort friendly visitors through the swamp. The price for this service depends on the combat capabilities of those they escort. Their overwhelming martial outlook causes them to value visitors who can prove themselves in combat. If a group seems capable of protecting itself, the otterfolk reason they don’t have to defend the group in addition to guiding it. They often ask such groups for a pittance in rations or monetary value (preferring pearls to other valuable items). Otterfolk greatly increase their fees for groups apparently incapable of fighting off potential swamp hazards. However, they pride themselves on never abandoning their charges. \n**Otter Trainers.** Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a Open Game License", "name": "Otterfolk", "size": "Small", "type": "Humanoid", "subtype": "otterfolk", "group": null, "alignment": "chaotic good", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 18, "hit_dice": "4d6+4", "speed": { "swim": 30, "walk": 25, "climb": 15 }, "strength": 12, "dexterity": 17, "constitution": 12, "intelligence": 10, "wisdom": 14, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 30 ft., passive Perception 12", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4+3" }, { "name": "Atlatl Dart", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Secrete Oil (Recharge 4-6)", "desc": "The otterfolk secretes an oil that makes it slippery until the end of its next turn. It has advantage on ability checks and saving throws made to escape a grapple. If it is grappled when it takes this action, it can take a bonus action to escape the grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The otterfolk can hold its breath for 15 minutes." }, { "name": "Pack Tactics", "desc": "The otterfolk has advantage on attack rolls against a creature if at least one of the otterfolk's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Reptile Foe", "desc": "The otterfolk has advantage on Wisdom (Survival) checks to track reptilian creatures and on Intelligence checks to recall information about them." } ], "spell_list": [], "page_no": 288, "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_otterfolk/" }, { "slug": "blood-imp", "desc": "Blood drips from the lips of this crimson fiend._ \n**Agents of Death.** Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters. \n**Temple Bane.** Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it.", "name": "Blood Imp", "size": "Tiny", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 14, "hit_dice": "4d4+4", "speed": { "walk": 20, "fly": 40 }, "strength": 6, "dexterity": 14, "constitution": 13, "intelligence": 12, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "persuasion": 4, "religion": 5, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Common, Infernal", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Spew Blood", "desc": "Ranged Spell Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.", "attack_bonus": 4, "damage_dice": "2d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bleed the Dying", "desc": "The imp's sting has greater efficacy against injured creatures. When the imp hits a creature that doesn't have all its hit points with its sting, the sting deals an extra 1d4 poison damage." }, { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the imp's darkvision." }, { "name": "Magic Resistance", "desc": "The imp has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 103, "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_blood-imp/" }, { "slug": "bloated-ghoul", "desc": "Bloated ghouls are Open Game License", "name": "Bloated Ghoul", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "19d8+57", "speed": { "walk": 20 }, "strength": 17, "dexterity": 10, "constitution": 16, "intelligence": 11, "wisdom": 12, "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": "necrotic, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Darakhul, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The bloated ghoul makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.", "attack_bonus": 6, "damage_dice": "3d8+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws 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": 6, "damage_dice": "3d6+3" }, { "name": "Hideous Feast", "desc": "The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Turning Defiance", "desc": "The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Unholy Stench", "desc": "When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn." } ], "spell_list": [], "page_no": 166, "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_bloated-ghoul/" }, { "slug": "kirikari", "desc": "Blanketed in a veil of mist, an enormous, centipede-like creature sifts its way through the swamp, the severed tail of a wyvern gripped tightly within its jaws._ \nWhenever an unnatural mist suddenly arises, some believe it to be the sign of a kirikari. Though they’re rare and solitary creatures, kirikari are considered highly dangerous due to their heightened aggression and territorial behavior. \n**Ambush Predators.** Few can spot a kirikari in hiding, as it appears as little more than a collapsed tree concealed in fog. It then waits patiently for its prey to draw near—before striking out at them with its lightning-fast bite. \n**Symbiotic Relationship.** The mist that covers a kirikari’s body comes from a unique type of mold that adheres to its carapace. The mold secretes an acid that evaporates harmlessly shortly after being exposed to air. The kirikari uses this mist to conceal itself and disorient its prey. Despite being natural-born swimmers, kirikari tend to avoid swimming in ocean waters, as exposure to salt quickly kills its mold. \n**Wyvern Hunters.** Though unusual for its behavior, kirikari have been known to travel incredible distances to hunt down wyverns. Some scholars theorize that the toxins within a wyvern’s body are a necessary component in the maintenance of a kirikari’s mold.", "name": "Kirikari", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d12+45", "speed": { "walk": 30, "swim": 30 }, "strength": 21, "dexterity": 17, "constitution": 16, "intelligence": 4, "wisdom": 14, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, poison", "condition_immunities": "poisoned", "senses": "tremorsense 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The kirikari makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) acid damage.", "attack_bonus": 9, "damage_dice": "2d10+5" }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) piercing damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the kirikari can't bite another target.", "attack_bonus": 9, "damage_dice": "4d12+5" }, { "name": "Blinding Veil (Recharge 5-6)", "desc": "The kirikari expels a cloud of intensified mist, heavily obscuring everything within 30 feet of it. The mist thins back to lightly obscuring the area at the end of the kirikari's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrosive Mold", "desc": "A creature that starts its turn grappled by the kirikari must succeed on a DC 15 Constitution saving throw or take 9 (2d8) acid damage." }, { "name": "Misty Veil", "desc": "The kirikari emits a light fog within 30 feet of itself. The mist moves with the kirikari, lightly obscuring the area around it. If dispersed by a wind of moderate or greater speed (at least 10 miles per hour), the mist reappears at the start of the kirikari's next turn." }, { "name": "Unseen Attacker", "desc": "On each of its turns, the kirikari can use a bonus action to take the Hide action. If the kirikari is hidden from a creature and hits it with an attack, the target takes an extra 7 (2d6) damage from the attack." } ], "spell_list": [], "page_no": 230, "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_kirikari/" }, { "slug": "ichor-ooze", "desc": "Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward._ \nIchor oozes are vengeful slimes created by the destruction of fiends. \n**Born from Destroyed Fiends.** When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strong-willed, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge. \n**Revenge Seekers.** Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a Open Game License", "name": "Ichor Ooze", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 8, "armor_desc": null, "hit_points": 39, "hit_dice": "6d8+12", "speed": { "swim": 20, "walk": 20, "climb": 20 }, "strength": 15, "dexterity": 6, "constitution": 14, "intelligence": 3, "wisdom": 7, "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": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Hurl Mote", "desc": "Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 5 (1d6 + 2) fire damage.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Life Drain", "desc": "One creature grappled by the ooze must make a DC 12 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken, and the ooze regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." } ], "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": "Magic Resistance", "desc": "The ooze has advantage on saving throws against spells and other magical effects." }, { "name": "Sense Destroyer", "desc": "The ichor ooze knows the direction and distance to the creature that performed the killing blow on the fiend that created the ooze, as long as the two of them are on the same plane of existence." }, { "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": 279, "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_ichor-ooze/" }, { "slug": "storm-maiden", "desc": "At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her._ \nA storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. Blinded by anguish, she seeks to erase any trace of those who betrayed her. \n**Primordial Sacrifice.** Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world. \n**Abating the Storm.** A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden’s shrine. If appeased, the storms end, and the maiden’s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine. \n**Elemental Nature.** A storm maiden doesn’t require air, food, drink, or sleep.", "name": "Storm Maiden", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "swim": 30, "fly": 30, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 15, "intelligence": 10, "wisdom": 11, "charisma": 17, "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": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The storm maiden makes two thunderous slam attacks." }, { "name": "Thunderous Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) thunder damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Throw Lightning", "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated until the end of its next turn.", "attack_bonus": 5, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The storm maiden's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, ray of frost, misty step, thunderwave\n1/day each: sleet storm, wind wall" } ], "spell_list": [], "page_no": 340, "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_storm-maiden/" }, { "slug": "ahu-nixta-cataphract", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Cataphract", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "clockwork armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 19, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice." }, { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Pronged Scepter", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bashing Rod", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Arcane Cannon", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action." }, { "name": "Immutable Form", "desc": "The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis" } ], "spell_list": [], "page_no": 9, "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_ahu-nixta-cataphract/" }, { "slug": "ahu-nixta-drudge", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Drudge", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "clockwork armor", "hit_points": 26, "hit_dice": "4d8+8", "speed": { "fly": 30, "hover": true, "walk": 30 }, "strength": 15, "dexterity": 12, "constitution": 14, "intelligence": 12, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Deep Speech, Void Speech", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp." }, { "name": "Immutable Form", "desc": "The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt (1d10)\n1/day: fear" } ], "spell_list": [], "page_no": 10, "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_ahu-nixta-drudge/" }, { "slug": "shurale", "desc": "At first glance this creature resembles a satyr, its lower body covered in brown fur with goat-like hooves, yet the twisted horn sprouting from its forehead and the wide, manic grin on its comical face proves it is something far more dangerous._ \n**Devilish Fey.** While many fey are evil and twisted creatures, few are worse than the dreaded shurale, a deadly satyr-like monster that causes horrible hilarity with its ticklish touch. It inflicts a victim with a deadly bout of laughter that causes its internal organs to rupture and fail. After the victim dies, the shurale cuts it into pieces, leaving the remains for the scavengers. \n**Feeds on Laughter.** A shurale feeds on the sobbing laughs of its victims as they expire, its own health mysteriously revitalized in the process. Because of this, shurale lairs are typically located within a few miles of a humanoid settlement, where it can easily lure lone inhabitants into the woods. While most of their prey are humanoids living in alpine or heavily forested regions, shurales are not picky and have been known to attack orcs, ogres, trolls, and even hill giants. \n**Woodcutter’s Curse.** Many believe that a shurale is the spirit of a woodcutter who died a lonely and embittered death after being ridiculed by family. While such an occurrence would be exceedingly rare and most sages scoff at such suggestions, the shurale’s skill with the woodcutter’s axe and its strange behavior cannot be denied.", "name": "Shurale", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 40 }, "strength": 18, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 5, "skills": { "acrobatics": 10, "deception": 7, "perception": 5, "persuasion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shurale can use Tickle. It then makes three attacks: one with its gore and two with its battleaxe." }, { "name": "Battleaxe", "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.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Gore", "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": "Tickle", "desc": "The shurale touches a creature within 5 feet of it. The target must succeed on a DC 15 Wisdom saving or begin to laugh uncontrollably for 1 minute. While laughing, the target falls prone, is incapacitated, and unable to move. The target 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 shurale's Tickle for the next 24 hours. If the target fails the saving throw three times, it must succeed on a DC 15 Constitution saving throw or be reduced to 0 hp and begin dying. On a success, the laughter ends on the target, as normal." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Weapons", "desc": "The shurale's weapon attacks are magical." }, { "name": "Magic Resistance", "desc": "The shurale has advantage on saving throws against spells and other magical effects." }, { "name": "Mirthful Regeneration", "desc": "The shurale regains 5 hp at the start of its turn for each creature within 30 feet of it that is incapacitated with laughter from its Tickle action. If a creature dies while suffering from the laughter, the shurale gains 15 temporary hp." }, { "name": "Innate Spellcasting", "desc": "The shurale's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: dancing lights, invisibility (self only), minor illusion\n3/day each: detect thoughts, major image, misty step\n1/day: confusion" } ], "spell_list": [], "page_no": 327, "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_shurale/" }, { "slug": "fane-spirit", "desc": "As the sun gently dips below the horizon, the priest undergoes a startling transformation, his benevolent form replaced by the ghastly countenance of death._ \n**Temple Ghosts.** When a lawful individual dies defending a place of worship such as a temple, shrine, or other holy site, it sometimes rises as a fane spirit bound to the site, protecting it even in death. Most fane spirits were formerly clerics, though druids, paladins, and even lay worshippers can become fane spirits under the right circumstances. Fane spirits are lawful and typically only attack those who discover their undead nature or who try to harm their place of worship. \n**Welcoming Priests.** During daylight hours, fane spirits appear to be living creatures, carrying on the same tasks they did when they were alive. Normal methods for detecting undead creatures do not work on them, and, unless attacked or injured, they show no outward signs of their true nature. This deception extends to the fane spirit itself, as it does not have any recollection of dying or of its time in its undead form. When this deception is revealed, the fane spirit becomes enraged with suffering and lashes out at those who made it remember. \n**Undead Nature.** The fane spirit doesn’t require air, food, drink, or sleep.", "name": "Fane Spirit", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any lawful alignment", "armor_class": 13, "armor_desc": null, "hit_points": 52, "hit_dice": "7d8+21", "speed": { "walk": 20, "hover": true, "fly": 40 }, "strength": 7, "dexterity": 16, "constitution": 16, "intelligence": 10, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": { "deception": 5, "religion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 14", "languages": "any languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Touch of Forgetfulness", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage. A target hit by this attack must succeed on a DC 13 Wisdom saving throw or forget any or all events that happened up to 5 minutes prior to this attack, as if affected by the modify memory spell. The GM decides how this affects the target.", "attack_bonus": 5, "damage_dice": "2d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The fane spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Veil of the Living", "desc": "During the day a fane spirit appears much as it did in life and loses its Incorporeal Movement trait, its Touch of Forgetfulness action, and its immunity to being grappled and restrained. It retains all other statistics. While in this form, it has a Strength score of 10. If attacked in this form, it relies on its spells to defend itself, but it reverts to its undead form as soon as it takes any damage.\n\nWhen the sun sets or when it takes any damage, the fane spirit assumes its undead form, and it has all of its listed statistics. Any creature witnessing this transformation must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A fane spirit reverts to its living form in the morning, though creatures witnessing this don't need to make saving throws." }, { "name": "Innate Spellcasting", "desc": "The fane spirit's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: chill touch, spare the dying\n3/day each: cure wounds, inflict wounds, shield of faith\n1/day each: augury, hold person, lesser restoration" } ], "spell_list": [], "page_no": 141, "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_fane-spirit/" }, { "slug": "putrescent-slime", "desc": "As a rat moves to an algae-filled pool of water to take a drink, the pool suddenly comes to life and devours the rat._ \nPutrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte explorers in the depths of the world. \n**Pool Feeders.** Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass. \n**Ooze Nature.** A putrescent slime doesn’t require sleep.", "name": "Putrescent Slime", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 8, "armor_desc": null, "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 20, "swim": 10 }, "strength": 12, "dexterity": 8, "constitution": 16, "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": "", "damage_immunities": "acid, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage plus 3 (1d6) poison damage.", "attack_bonus": 3, "damage_dice": "2d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The putrescent slime can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Stench", "desc": "Any creature that starts its turn within 5 feet of the putrescent slime must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the putrescent slime's Stench for 24 hours." } ], "spell_list": [], "page_no": 300, "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_putrescent-slime/" }, { "slug": "orphan-of-the-black", "desc": "Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer._ \n**Neglectful Beginnings.** Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy. \n**Problem with Authority.** Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.", "name": "Orphan of the Black", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": null, "hit_points": 49, "hit_dice": "9d6+18", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 14, "intelligence": 8, "wisdom": 10, "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", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The orphan of the black makes two melee attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Incite Violence (Recharge 5-6)", "desc": "The orphan of the black forces a creature it can see within 15 feet of it to commit an outburst of violence. The target must make a DC 12 Wisdom saving throw. On a failed save, the creature must use its action on its next turn to attack the nearest creature other than the orphan of the black. On a success, the creature takes 7 (2d6) psychic damage from the violence boiling at the edge of its consciousness. A creature immune to being charmed isn't affected by the orphan's Incite Violence." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Forbiddance", "desc": "An orphan of the black can't enter a residence without an invitation from one of the occupants." }, { "name": "Sense Law", "desc": "An orphan of the black can pinpoint the location of a lawful creature within 30 feet of it." }, { "name": "Transmit Pain", "desc": "A creature that hits the orphan of the black with an attack must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage." } ], "spell_list": [], "page_no": 286, "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_orphan-of-the-black/" }, { "slug": "salamander-monarch", "desc": "Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands._ \n**Salamander Kings and Queens.** Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and Open Game License", "name": "Salamander Monarch", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 30 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 9 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 12", "languages": "Abyssal, Ignan, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The salamander monarch makes two attacks: one with its trident and one with its tail." }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can't make tail attacks against other targets.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Immolating Crest (Recharge 6)", "desc": "The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Heated Weapons", "desc": "Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack)." }, { "name": "Inspiring Sovereign", "desc": "Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws." }, { "name": "Innate Spellcasting", "desc": "The salamander monarch's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n3/day: flaming sphere, heat metal\n1/day: conjure elemental (fire elemental only)" } ], "spell_list": [], "page_no": 311, "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_salamander-monarch/" }, { "slug": "walled-horror", "desc": "An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._ \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby. \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection. \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings. \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.", "name": "Walled Horror", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d8+60", "speed": { "walk": 0 }, "strength": 18, "dexterity": 1, "constitution": 20, "intelligence": 5, "wisdom": 8, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "truesight 60 ft. (blind beyond this radius), passive Perception 9", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The walled horror makes two spectral claw attacks." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Spectral Scream", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Entomb", "desc": "The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spirit-infused Structure", "desc": "The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order." }, { "name": "Wall-bound Spirits", "desc": "The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired." }, { "name": "Wall Hop", "desc": "As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait." } ], "spell_list": [], "page_no": 363, "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_walled-horror/" }, { "slug": "voidpool", "desc": "An impossibly black pool of goo undulates forward seeming to pull everything around it into its endless depths._ \n**Aspect of the Void.** Some speculate that voidpools are intrusions of the Void itself into the Material Plane. These blots on the surface of the world mindlessly seek to draw everything into the Void through the portal they carry at their cores. \n**Willing Travelers.** The most daring, and prepared, of adventurers actually seek out voidpools to facilitate passage to the Void. Not resisting the voidpool’s influence allows these brave or foolhardy individuals to minimize the damage they incur enroute to the outer plane. \n**Ooze Nature.** The voidpool doesn’t require sleep.", "name": "Voidpool", "size": "Large", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 8, "armor_desc": null, "hit_points": 112, "hit_dice": "15d10+30", "speed": { "walk": 15, "climb": 15 }, "strength": 15, "dexterity": 6, "constitution": 14, "intelligence": 2, "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": "radiant", "damage_resistances": "", "damage_immunities": "force, necrotic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The voidpool makes two pseudopod attacks." }, { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the voidpool doesn't have two other creatures grappled. Until this grapple ends, the target is restrained, and it risks being pulled into the Void (see the Planar Portal trait).", "attack_bonus": 5, "damage_dice": "1d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The voidpool can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Grappler", "desc": "The voidpool has advantage on attack rolls against any creature grappled by it." }, { "name": "Planar Portal", "desc": "The voidpool has a portal to the Void at its core. A creature that starts its turn grappled by the voidpool must make a DC 13 Strength saving throw. On a success, the creature takes 7 (2d6) force damage but isn't pulled toward the portal. On a failure, the creature takes no damage but is pulled closer to the portal. A creature that fails three saving throws before escaping the grapple enters the portal and is transported to the Void. This transportation works like the banishing an unwilling creature aspect of the plane shift spell." }, { "name": "Spider Climb", "desc": "The voidpool can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 362, "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_voidpool/" }, { "slug": "ikuchi", "desc": "An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks._ \n**Giant Elementals.** One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents. \n**Sinker of Boats.** More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.", "name": "Ikuchi", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 116, "hit_dice": "8d20+32", "speed": { "walk": 20, "swim": 50 }, "strength": 20, "dexterity": 13, "constitution": 18, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Aquan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The ikuchi makes two attacks: one with its bite and one to constrict." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn't already constricting two other creatures. Until this grapple ends, the target is restrained.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Crush (Recharge 4-6)", "desc": "Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ikuchi Oil", "desc": "The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil." }, { "name": "Water Breathing", "desc": "The ikuchi can breathe only underwater." } ], "spell_list": [], "page_no": 210, "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_ikuchi/" }, { "slug": "mountain-dryad", "desc": "An enormous woman covered in rocky formations accented with crystals emerges from the mountainside._ \nOften mistaken for giants, mountain dryads are huge fey who are tied to primal mountains. \n**Like the Mountain.** Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone. \n**Despise Mining.** Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.", "name": "Mountain Dryad", "size": "Huge", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 40, "burrow": 30 }, "strength": 29, "dexterity": 12, "constitution": 20, "intelligence": 14, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 8, "skills": { "athletics": 13, "intimidation": 8, "perception": 8, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "lightning", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., tremorsense 60 ft; passive Perception 18", "languages": "Sylvan, Terran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The mountain dryad makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "4d8+9" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "4d10+9" }, { "name": "Mountain's Awe (1/Day)", "desc": "The mountain dryad emits a magical aura that radiates out from it for 1 minute. Each creature that starts its turn within 30 feet of the dryad must succeed on a DC 16 Charisma saving throw or be charmed for 1 minute. A charmed creature is incapacitated and, if it is more than 5 feet away from the mountain dryad, it must move on its turn toward the dryad by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the dryad, it can repeat the saving throw. While charmed within 5 feet of the dryad, a Medium or smaller creature must climb the dryad, no check required. After climbing 20 feet, the charmed creature throws itself off the mountain dryad, taking falling damage and landing prone in an unoccupied space within 5 feet of the mountain dryad. A charmed 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": "Earth Glide", "desc": "The mountain dryad can burrow through nonmagical, unworked earth and stone. While doing so, the dryad doesn't disturb the material it moves through." }, { "name": "Magic Resistance", "desc": "The mountain dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Mountain's Aspect", "desc": "Each day at sunrise, the mountain dryad chooses one of the following: \n* Hardened Face. The mountain dryad chooses one of bludgeoning, piercing, or slashing damage types. The mountain dryad has resistance to the chosen damage type until the next sunrise. \n* Vaunted Peaks. The mountain dryad has advantage on Wisdom (Perception) checks until the next sunrise. \n* Rockslider. As a bonus action once before the next sunrise, the mountain dryad can make the ground within 30 feet of it difficult terrain. This difficult terrain doesn't cost the dryad extra movement." }, { "name": "Siege Monster", "desc": "The mountain dryad deals double damage to objects and structures." } ], "spell_list": [], "page_no": 261, "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_mountain-dryad/" }, { "slug": "helashruu", "desc": "An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._ \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible. \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.", "name": "Helashruu", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "fly": 50, "walk": 0, "hover": true }, "strength": 20, "dexterity": 15, "constitution": 20, "intelligence": 14, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 13, "skills": { "perception": 13 }, "damage_vulnerabilities": "bludgeoning, thunder", "damage_resistances": "acid, cold, fire, lightning, piercing, psychic", "damage_immunities": "slashing", "condition_immunities": "charmed, paralyzed, petrified, prone", "senses": "truesight 90 ft., passive Perception 23", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The helashruu uses Trap Life if it can. It then makes four shard whip attacks." }, { "name": "Shard Whip", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6+5" }, { "name": "Reflect Energy (Recharge 5-6)", "desc": "The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force." }, { "name": "Trap Life (Recharge 6)", "desc": "One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu." }, { "name": "Teleport", "desc": "The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Dimensional Hop (3/Day)", "desc": "The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting (1/Day)", "desc": "The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 197, "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_helashruu/" }, { "slug": "bulbous-violet", "desc": "An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor._ \n**Meat Drinkers.** Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore. \n**Migrating Predators.** Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places. \n**Germinating in Gore.** In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.", "name": "Bulbous Violet", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 20, "climb": 20 }, "strength": 15, "dexterity": 14, "constitution": 13, "intelligence": 2, "wisdom": 10, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "passive Perception 10", "languages": "—", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Tendril", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures; each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.", "attack_bonus": 4, "damage_dice": "1d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Acid Sacs", "desc": "When the violet takes bludgeoning, piercing, or slashing damage, each creature within 5 feet of the violet must succeed on a DC 12 Dexterity saving throw or take 2 (1d4) acid damage." }, { "name": "False Appearance", "desc": "While the violet remains motionless, it is indistinguishable from other large flowering plants." }, { "name": "Flesh Sense", "desc": "The violet can pinpoint, by scent, the location of flesh-based creatures within 60 feet of it." } ], "spell_list": [], "page_no": 53, "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_bulbous-violet/" }, { "slug": "boomer", "desc": "An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks._ \n**Thunderous Shriek.** Boomers are a subspecies of Open Game License", "name": "Boomer", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 7, "armor_desc": "natural armor", "hit_points": 22, "hit_dice": "4d8+4", "speed": { "walk": 0 }, "strength": 1, "dexterity": 1, "constitution": 12, "intelligence": 1, "wisdom": 3, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "thunder", "condition_immunities": "blinded, deafened, frightened", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 6", "languages": "—", "challenge_rating": "1/2", "cr": 0.5, "actions": null, "bonus_actions": null, "reactions": [ { "name": "Shriek", "desc": "If bright light or a creature is within 30 feet of the boomer, it emits a shriek audible within 300 feet of it. The boomer continues to shriek until the disturbance moves out of range and for 1d4 of the boomer's turns afterward." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Deafening Boom", "desc": "When a creature hits the boomer with a melee attack, the boomer releases a blast of sound. Each creature within 10 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated." }, { "name": "Death Burst", "desc": "When it dies, the boomer explodes in a cacophonous burst. Each creature within 30 feet of the boomer that can hear it must make a DC 12 Constitution saving throw. On a failure, a creature takes 7 (2d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened." }, { "name": "False Appearance", "desc": "While the boomer remains motionless, it is indistinguishable from an ordinary fungus." } ], "spell_list": [], "page_no": 157, "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_boomer/" }, { "slug": "deathspeaker", "desc": "An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.”_ \n**Doomsayer.** The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features. \n**Evil Origins.** Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods. \n**Cadaver Sprites.** For reasons that aren’t understood, Open Game License", "name": "Deathspeaker", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 17, "intelligence": 18, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 8, "persuasion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "any languages it knew in life", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice." }, { "name": "Rake", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Necrotic Ray", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Pronounce Death", "desc": "The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Deathspeak", "desc": "If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it." } ], "spell_list": [], "page_no": 82, "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_deathspeaker/" }, { "slug": "mead-archon", "desc": "An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn._ \nMead archons are the emissaries of deities who enjoy battle and strong drink. \n**Fight Hard, Party Harder.** Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. \n**Divine Trainers.** When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. \n**Immortal Nature.** The mead archon doesn’t require food, drink, or sleep.", "name": "Mead Archon", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30, "fly": 60 }, "strength": 20, "dexterity": 16, "constitution": 17, "intelligence": 14, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": { "athletics": 7 }, "damage_vulnerabilities": "", "damage_resistances": "poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "all, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack." }, { "name": "Maul", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+5" }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Drunken Touch", "desc": "The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success." }, { "name": "Create Potion of Healing (1/Day)", "desc": "The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form." }, { "name": "Divine Guzzle (Recharge 4-6)", "desc": "The mead archon drinks a pint of alcohol and chooses one of the following effects: \n* The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n* The archon has advantage on attack rolls and saving throws until the end of its next turn. \n* The archon regains 10 hit points." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The mead archon has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The mead archon's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth" } ], "spell_list": [], "page_no": 18, "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_mead-archon/" }, { "slug": "august-rooster", "desc": "An amalgam of various bird species crows proudly as it hops forward._ \n**Chimeric Avian.** The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months. \n**Selfish and Self-serving.** August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.", "name": "August Rooster", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 25 }, "strength": 10, "dexterity": 17, "constitution": 16, "intelligence": 8, "wisdom": 7, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "psychic", "damage_immunities": "", "condition_immunities": "charmed", "senses": "passive Perception 8", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The august rooster makes two talon attacks." }, { "name": "Talon", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Subservience", "desc": "A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature's own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the august rooster's Aura of Subservience for 24 hours." }, { "name": "Dive Bomb", "desc": "If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage." }, { "name": "Jumper", "desc": "The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage." }, { "name": "Innate Spellcasting", "desc": "The august rooster's innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components.\nAt will: dancing lights, mage hand, message, vicious mockery\n3/day each: bane, charm person, hideous laughter\n1/day each: healing word, hold person" } ], "spell_list": [], "page_no": 33, "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_august-rooster/" }, { "slug": "fey-revenant", "desc": "An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness._ \n**Will of the Fey Queen.** Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen. She calls them to her court and blesses them with a measure of her power. \n**Fey Transformation.** A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet.", "name": "Fey Revenant", "size": "Large", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 30, "climb": 30 }, "strength": 14, "dexterity": 18, "constitution": 18, "intelligence": 10, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Elvish, Umbral", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The fey revenant makes three attacks, either with its shortsword or longbow. It can use its Queen's Grasp in place of one shortsword or longbow attack." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d6+4" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Queen's Grasp", "desc": "Ranged Weapon Attack: +7 to hit, ranged 30/60 ft., one target. Hit: The target is restrained by icy wisps of shadow. While restrained, the creature takes 7 (2d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, bursting through the icy shadow on a success. The icy shadow can also be attacked and destroyed (AC 10; 5 hp; resistance to bludgeoning, piercing, and slashing damage; immunity to cold, necrotic, poison, and psychic damage)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The fey revenant has advantage on saving throws against spells and other magical effects." }, { "name": "Shadow Sight", "desc": "Magical darkness doesn't impede the fey revenant's darkvision." }, { "name": "Shadow Traveler (4/Day)", "desc": "As a bonus action while in shadows, dim light, or darkness, the fey revenant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at its origin and destination when it uses this trait." }, { "name": "Spider Climb", "desc": "The fey revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the fey revenant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight." }, { "name": "Thorn Body", "desc": "A creature that touches the fey revenant or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage." } ], "spell_list": [], "page_no": 150, "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_fey-revenant/" }, { "slug": "axe-beak", "desc": "An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.", "name": "Axe Beak", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 11, "armor_desc": null, "hit_points": 19, "hit_dice": "3d10+3", "speed": { "walk": 50 }, "strength": 14, "dexterity": 12, "constitution": 12, "intelligence": 2, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Beak", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 366, "environments": [ "Hill", "Jungle", "Swamp", "Grassland", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_axe-beak/" }, { "slug": "awakened-tree", "desc": "An **awakened tree** is an ordinary tree given sentience and mobility by the awaken spell or similar magic.", "name": "Awakened Tree", "size": "Huge", "type": "Plant", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 59, "hit_dice": "7d12+14", "speed": { "walk": 20 }, "strength": 19, "dexterity": 6, "constitution": 15, "intelligence": 10, "wisdom": 10, "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": "fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "one language known by its creator", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "3d6", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the tree remains motionless, it is indistinguishable from a normal tree." } ], "spell_list": [], "page_no": 366, "environments": [ "Jungle", "Forest", "Swamp" ], "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_awakened-tree/" }, { "slug": "awakened-shrub", "desc": "An **awakened shrub** is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.", "name": "Awakened Shrub", "size": "Small", "type": "Plant", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 9, "armor_desc": null, "hit_points": 10, "hit_dice": "3d6", "speed": { "walk": 20 }, "strength": 3, "dexterity": 8, "constitution": 11, "intelligence": 10, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "piercing", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "one language known by its creator", "challenge_rating": "0", "cr": 0.0, "actions": [ { "name": "Rake", "desc": "Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage.", "attack_bonus": 1, "damage_dice": "1d4", "damage_bonus": -1 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the shrub remains motionless, it is indistinguishable from a normal shrub." } ], "spell_list": [], "page_no": 366, "environments": [ "Jungle", "Swamp", "Forest", "Laboratory" ], "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_awakened-shrub/" }, { "slug": "narshark", "desc": "Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head._ \n**Aerial Predators.** A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from Open Game License", "name": "Narshark", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 25, "hit_dice": "3d10+9", "speed": { "fly": 40, "walk": 10, "hover": true }, "strength": 16, "dexterity": 12, "constitution": 15, "intelligence": 2, "wisdom": 14, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 18", "languages": "—", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. If the creature isn't an undead or a construct, it must succeed on a DC 13 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns as one of the shark's teeth chips off into the wound. Any creature can take an action to stanch the wound by removing the tooth. The wound also closes and the tooth pops out if the target receives magical healing.", "attack_bonus": 5, "damage_dice": "1d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magical Horns", "desc": "The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark's horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit." }, { "name": "Keen Sight", "desc": "The narshark has advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Magical Horn", "desc": "The narshark's horn can be attacked and severed (AC 18; hp 5; immunity to bludgeoning, poison, and psychic damage) or destroyed (hp 15). If its horn is severed, the narshark loses its flying speed, loses 4 (1d8) hp at the start of each of its turns, and goes into a frenzy. While in a frenzy, the narshark has advantage on bite attack rolls and attack rolls against it have advantage." } ], "spell_list": [], "page_no": 266, "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_narshark/" }, { "slug": "alligator-turtle", "desc": "Alligator turtles are ornery reptiles, noted for their combative disposition while on land. Their necks are deceptively long and flexible, allowing them to strike a startlingly far distance with their beak-like jaws.", "name": "Alligator Turtle", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 11, "hit_dice": "2d8+2", "speed": { "walk": 20, "swim": 30 }, "strength": 15, "dexterity": 12, "constitution": 13, "intelligence": 2, "wisdom": 12, "charisma": 7, "strength_save": 4, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "—", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and the target is grappled (escape DC 12). Until this grapple ends, the turtle can't bite another target.", "attack_bonus": 4, "damage_dice": "1d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The turtle can hold its breath for 1 hour." } ], "spell_list": [], "page_no": 387, "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_alligator-turtle/" }, { "slug": "skydancer", "desc": "Air elemental warden children learn to fly before they learn to walk, accompanying their parents through the snow-fattened clouds on _skysails_ (see pg. 45). While all air wardens love the sensation of flight, few hone their skills as rigorously as the skydancers. These graceful masters of the wind are at once artists, performers, and warriors; they are beloved heroes of their people, both defending them in times of danger and bringing them happiness in times of peace.", "name": "Skydancer", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "Elemental Wardens", "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": null, "hit_points": 63, "hit_dice": "14d8", "speed": { "walk": 30, "fly": 60 }, "strength": 10, "dexterity": 18, "constitution": 10, "intelligence": 12, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 16", "languages": "Common, Druidic, Primordial (Auran)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The skydancer makes two skysail staff attacks." }, { "name": "Skysail Staff", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failure or half as much damage on a success.", "attack_bonus": 7, "damage_dice": "1d6", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": [ { "name": "Slow Fall", "desc": "When the skydancer takes falling damage, it may reduce the damage by half." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evasion", "desc": "If the skydancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skydancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." }, { "name": "Flyby", "desc": "The skydancer doesn’t provoke opportunity attacks when it flies out of an enemy’s reach." }, { "name": "Skysail", "desc": "The skydancer flies with a special weapon called a _skysail_ (see pg. 45). While the _skysail’s_ wings are extended, the skydancer can cast _levitate_ at will, and can spend an action to cast _fly_ on itself (no concentration required) for up to 1 minute once per day. This use of _fly_ instantly replenishes when in an area of powerful air elemental magic." }, { "name": "Spellcasting", "desc": "The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): guidance, shillelagh\n* 1st level (4 slots): fog cloud, entangle, jump\n* 2nd level (2 slots): gust of wind, skywrite" } ], "spell_list": [ "https://api.open5e.com/v2/spells/guidance/?format=api", "https://api.open5e.com/v2/spells/shillelagh/?format=api", "https://api.open5e.com/v2/spells/fog-cloud/?format=api", "https://api.open5e.com/v2/spells/entangle/?format=api", "https://api.open5e.com/v2/spells/jump/?format=api", "https://api.open5e.com/v2/spells/gust-of-wind/?format=api" ], "page_no": 129, "environments": [], "img_main": null, "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__license_url": "http://open5e.com/legal", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/", "v2_converted_path": "/v2/creatures/tdcs_skydancer/" }, { "slug": "zmey-headling", "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads. \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.", "name": "Zmey Headling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 20 }, "strength": 16, "dexterity": 10, "constitution": 1, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The zmey headline makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The zmey headling can breathe air and water." }, { "name": "Regeneration", "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 417, "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_zmey-headling/" }, { "slug": "vangsluagh", "desc": "A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human-looking mouth._ \n**Damned Pipers.** Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them. \n**Defilers of Beauty.** Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn’t always calm these creatures, however. They target living creatures as a priority in such occurrences.", "name": "Vangsluagh", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 85, "hit_dice": "10d8+40", "speed": { "walk": 30 }, "strength": 12, "dexterity": 17, "constitution": 18, "intelligence": 10, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "thunder", "condition_immunities": "deafened", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The vangsluagh makes two tentacle lash attacks." }, { "name": "Tentacle Lash", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Sonic Bullet", "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (3d6) thunder damage, and the target must make a DC 13 Constitution saving throw or be deafened until the end of its next turn.", "attack_bonus": 5, "damage_dice": "3d6" }, { "name": "Agonizing Trill (Recharge After a Short or Long Rest)", "desc": "The vangsluagh increases the pitch of its cacophony to deadly levels. Each creature within 30 feet of the vangsluagh must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is stunned 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": "Constant Racket", "desc": "The vangsluagh has disadvantage on Dexterity (Stealth) checks." }, { "name": "Distracting Cacophony", "desc": "The vangsluagh constantly emits a din of bleats, trills, and trumpets. A creature that casts a spell while it is within 30 feet of the vangsluagh must make a DC 13 Intelligence, Wisdom, or Charisma saving throw. (The type of saving throw required is dependent on the spellcasting creature's spellcasting ability score.) On a failed save, the spell isn't cast, and the spell slot isn't expended. In addition, a creature that starts its turn within 30 feet of the vangsluagh and is maintaining concentration on a spell must succeed on a DC 13 Constitution saving throw or it loses concentration on the spell." } ], "spell_list": [], "page_no": 359, "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_vangsluagh/" }, { "slug": "corrupted-pixie", "desc": "A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs._ \nCorrupted pixies are fey turned fiends who savor violence. \n**Corrupted by Hags.** Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts. \n**Mischief Makers.** Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death. \n**Destroy Beauty.** Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up. \n**Restored by Pixie Dust.** If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.", "name": "Corrupted Pixie", "size": "Tiny", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 5, "hit_dice": "2d4", "speed": { "walk": 10, "fly": 30 }, "strength": 2, "dexterity": 20, "constitution": 10, "intelligence": 12, "wisdom": 14, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Abyssal, Infernal, Primordial, Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Confusion Touch", "desc": "The pixie touches one creature. The target must succeed on a DC 12 Wisdom saving throw or use its reaction to make one melee attack against one of its allies within 5 feet. If it has no allies within 5 feet, the creature attacks itself." }, { "name": "Superior Invisibility", "desc": "The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The pixie has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "The pixie's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: vicious mockery\n1/day each: bestow curse, charm person, confusion, detect thoughts, dispel magic, fire bolt, hideous laughter, ray of enfeeblement, suggestion" } ], "spell_list": [], "page_no": 72, "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_corrupted-pixie/" }, { "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": "keyhole-dragonette", "desc": "A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared._ \nThe keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail. \n**Urban Exterminators.** Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places. Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin. \n**Big Eaters.** Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods. Aside from meat, they enjoy fruits, nuts, and vegetables. Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth. \n**Loyal Companions.** Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn’t occur to lift the creature’s spirits.", "name": "Keyhole Dragonette", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "6d4+12", "speed": { "climb": 20, "walk": 30 }, "strength": 12, "dexterity": 15, "constitution": 14, "intelligence": 7, "wisdom": 10, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "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+2" }, { "name": "Scale Slash", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Soporific Breath (Recharge 5-6)", "desc": "The dragonette exhales a cloud of sleep gas in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Compress", "desc": "The dragonette can squeeze through a space as narrow as 1 inch wide." }, { "name": "Leaping Withdraw", "desc": "The dragonette's long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start. If the dragonette leaps out of a creature's reach, it doesn't provoke opportunity attacks." }, { "name": "Tongue Pick", "desc": "The dragonette can use its tongue to pick locks and disarm traps, as if its tongue was a set of thieves' tools. It is proficient in using its tongue in this way." }, { "name": "Vermin Hunter", "desc": "Swarms of beasts don't have resistance to piercing and slashing damage from the dragonette. In addition, as a bonus action, the dragonette can use Scale Slash against a swarm of beasts occupying its space." } ], "spell_list": [], "page_no": 180, "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_keyhole-dragonette/" }, { "slug": "boneshard-wraith", "desc": "A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._ \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.", "name": "Boneshard Wraith", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 15, "hover": true, "fly": 60 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 16", "languages": "any languages it knew in life, Void Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.", "attack_bonus": 7, "damage_dice": "4d8+3" }, { "name": "Boneshard Cyclone (Recharge 5-6)", "desc": "The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_boneshard-wraith/" }, { "slug": "infernal-swarm", "desc": "A towering winged devil looms above, a wicked scimitar in its grasp. Its form shifts subtly, hinting at a deeper secret._ \n**Infernal Insects.** Infernal swarms are found throughout the Hells. Considered a delicacy, these insects can form a hive mind, which they use to shape their swarm into a massive winged devil whenever they are threatened. The individual insects are bat-winged and have bulging eyes, long spindly legs, and a carapace covered in poisonous barbs. \n**Hellish Poison.** Infernal swarms feed on carrion, injecting the carcasses with a poison that liquifies tissue. This same poison coats their barbs, which painfully dissuades predators. \n**Sensitive to Sound.** Loud noises disorient the insects and interrupt their coordination, temporarily scattering the individuals. However, it is rare to encounter these silent killers hunting on their own, and if one is spotted, there are certain to be many more to follow.", "name": "Infernal Swarm", "size": "Huge", "type": "Fiend", "subtype": "Swarm of Devils", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "20d12+20", "speed": { "hover": true, "walk": 25, "fly": 40 }, "strength": 18, "dexterity": 16, "constitution": 13, "intelligence": 8, "wisdom": 12, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "bludgeoning, cold, piercing, psychic, slashing", "damage_immunities": "fire, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "understands Infernal but can’t speak, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "In fiend form, the infernal swarm makes three attacks: two with its scimitar and one with its slam, or three with its scimitar. In shapeless form, it makes three attacks with its bites." }, { "name": "Bites (Shapeless Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the swarm's space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half its hp or fewer.", "attack_bonus": 9, "damage_dice": "8d6" }, { "name": "Poisonous Barb", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 8, "damage_dice": "2d6+3" }, { "name": "Scimitar (Fiend Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "3d6+4" }, { "name": "Slam (Fiend Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the infernal swarm can't slam another target. In addition, at the start of each of the target's turns, the target takes 14 (4d6) piercing damage.", "attack_bonus": 9, "damage_dice": "4d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the infernal swarm's darkvision" }, { "name": "Magic Resistance", "desc": "The infernal swarm has advantage on saving throws against spells and other magical effects." }, { "name": "Shaped Swarm", "desc": "As a bonus action, the swarm can shape itself into a Huge fiend or back into a shapeless mass. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. If a creature is more than 10 feet away from the infernal swarm, it must take an action to visually inspect the fiend form and succeed on a DC 25 Intelligence (Investigation) check to discern the Huge fiend is actually a swarm of Small insects. A creature within 10 feet of the swarm immediately discerns the truth.\n\nWhile in fiend form, it can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more humanoid form to accomplish. If the infernal swarm takes thunder damage while in its fiend form, it immediately changes to its shapeless form.\n\nWhile in shapeless form, it can occupy another creature's space and vice versa and can move through any opening large enough for a Small fiend, but it can't grapple or be grappled." } ], "spell_list": [], "page_no": 215, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_infernal-swarm/" }, { "slug": "lymarien", "desc": "A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._ \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License", "name": "Lymarien", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 13, "armor_desc": null, "hit_points": 5, "hit_dice": "2d4", "speed": { "walk": 5, "fly": 50 }, "strength": 1, "dexterity": 17, "constitution": 10, "intelligence": 7, "wisdom": 13, "charisma": 11, "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": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Sylvan", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Distracting Swoop", "desc": "If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check." }, { "name": "Speak with Beasts", "desc": "The lymarien can communicate with beasts as if they shared a language." } ], "spell_list": [], "page_no": 248, "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_lymarien/" }, { "slug": "lymarien-swarm", "desc": "A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._ \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License", "name": "Lymarien Swarm", "size": "Large", "type": "Fey", "subtype": "Swarm", "group": null, "alignment": "neutral good", "armor_class": 14, "armor_desc": null, "hit_points": 90, "hit_dice": "12d10+24", "speed": { "walk": 5, "fly": 50 }, "strength": 8, "dexterity": 19, "constitution": 14, "intelligence": 7, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half its hp or fewer.", "attack_bonus": 7, "damage_dice": "6d6" }, { "name": "Flight of the Fey (Recharge 4-6)", "desc": "The lymarien swarm lifts a Large or smaller creature in its space. The target must succeed on a DC 15 Dexterity saving throw or be lifted directly upward to a height up to the swarm's flying speed. When the swarm moves, the lifted creature moves with it. At the end of the swarm's turn, the swarm drops the creature, which takes falling damage as normal." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Distracting Beauty", "desc": "A creature that starts its turn in the lymarien swarm's space must succeed on a DC 15 Wisdom saving throw or be distracted by the swarm's luminous eyes and fluttering wings until the end of its next turn. A distracted creature has disadvantage on Wisdom (Perception) checks and on attack rolls against the lymarien swarm." }, { "name": "Speak with Beasts", "desc": "The lymarien swarm can communicate with beasts as if they shared a language." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny lymarien. The swarm can't regain hp or gain temporary hp." }, { "name": "Innate Spellcasting", "desc": "The lymarien swarm's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, minor illusion\n3/day each: hypnotic pattern, sleep (affects 9d8 hp)" } ], "spell_list": [], "page_no": 248, "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_lymarien-swarm/" }, { "slug": "plague-spirit", "desc": "A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._ \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead. \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life. \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.", "name": "Plague Spirit", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": null, "hit_points": 150, "hit_dice": "20d8+60", "speed": { "walk": 40 }, "strength": 10, "dexterity": 18, "constitution": 17, "intelligence": 2, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, diseased, exhaustion, frightened, poisoned, unconscious", "senses": "darkvision 120 ft., passive Perception 14", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The plague spirit makes three attacks: one with its enfeebling touch and two with its censer." }, { "name": "Censer", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d8+4" }, { "name": "Enfeebling Touch", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.", "attack_bonus": 8, "damage_dice": "4d6" }, { "name": "Dance of Death (Recharge 5-6)", "desc": "The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. 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": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Decrepit Mist", "desc": "A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs." }, { "name": "Hunter of the Living", "desc": "The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it." } ], "spell_list": [], "page_no": 296, "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_plague-spirit/" }, { "slug": "kelp-eel", "desc": "A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey._ \nKelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect. \n**Serpents of the Shallows.** Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest. \n**Mariners’ Nightmares.** The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels. \n**Deep Hunters.** While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.", "name": "Kelp Eel", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "walk": 10, "swim": 50 }, "strength": 18, "dexterity": 14, "constitution": 19, "intelligence": 3, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened, unconscious", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "6d8+4" }, { "name": "Kelp Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the kelp eel can't use the same kelp tendril on another target. In addition, at the start of the target's next turn, it begins to suffocate as the eel's grip crushes the breath out of it." }, { "name": "Reel", "desc": "The kelp eel pulls each creature grappled by it up to 25 feet straight toward it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disperse", "desc": "When the kelp eel is reduced to 0 hp, it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can't reform and the creature is destroyed." }, { "name": "False Appearance", "desc": "While the kelp eel remains motionless, it is indistinguishable from ordinary kelp." } ], "spell_list": [], "page_no": 227, "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_kelp-eel/" }, { "slug": "haleshi", "desc": "A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands._ \n**Diplomatic Fey.** Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King, whose court they frequent, and the Bear King, who admires their stoic adherence to duty in the face of adversity. \n**Clam Riders.** Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another. \n**Food-Lovers.** While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.", "name": "Haleshi", "size": "Large", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": null, "hit_points": 123, "hit_dice": "13d10+52", "speed": { "swim": 40, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 18, "intelligence": 14, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "insight": 9, "nature": 5, "perception": 6, "persuasion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Aquan, Common, Elvish, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The haleshi makes two attacks with its stupefying touch." }, { "name": "Stupefying Touch", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be incapacitated until the end of its next turn.", "attack_bonus": 6, "damage_dice": "3d8+3" }, { "name": "Clamport (3/Day)", "desc": "The haleshi touches a clam within 5 feet of it, which enlarges and swallows the haleshi and up to three willing Medium or smaller creatures within 15 feet of the haleshi. The clam then teleports to a body of water the haleshi has visited that is large enough to hold the clam's passengers and releases them. After releasing the passengers, the clam returns to normal." } ], "bonus_actions": null, "reactions": [ { "name": "Water Shield (Recharge 5-6)", "desc": "The haleshi adds 3 to its AC against one attack that would hit it. To do so, the haleshi must be within 5 feet of a gallon or more of water. Alternatively, if the haleshi would take fire damage from an attack or spell, it can negate that damage if it is within 5 feet of a gallon or more of water." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The haleshi can breathe air and water." }, { "name": "Charming Defense", "desc": "While the haleshi is wearing no armor and wielding no shield, its AC includes its Charisma modifier (included in the Armor Class)." }, { "name": "Innate Spellcasting", "desc": "The haleshi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n3/day each: charm person, invisibility (self only)\n1/day each: major image, water walk, zone of truth" } ], "spell_list": [], "page_no": 191, "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_haleshi/" } ] }{ "count": 3207, "next": "