Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=-hit_dice&page=42
https://api.open5e.com/monsters/?format=api&ordering=-hit_dice&page=43", "previous": "https://api.open5e.com/monsters/?format=api&ordering=-hit_dice&page=41", "results": [ { "slug": "stygianfat-tailedscorpion-tob1-2023", "desc": "False", "name": "Stygian Fat-Tailed Scorpion", "size": "Tiny", "type": "Beast", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 63, "hit_dice": "14d4 + 28", "speed": { "walk": 20 }, "strength": 3, "dexterity": 14, "constitution": 15, "intelligence": 1, "wisdom": 10, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage." }, { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a short or long rest. Each time the poisoned creature takes poison damage, it must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 320, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_stygian-fat-tailed-scorpion/" }, { "slug": "spinosaurus", "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._ \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.", "name": "Spinosaurus", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "14d20+84", "speed": { "walk": 60, "swim": 40 }, "strength": 27, "dexterity": 9, "constitution": 22, "intelligence": 2, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "-", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.", "attack_bonus": 13, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "3d8" }, { "name": "Frightful Presence", "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The spinosaurus moves up to half its speed." }, { "name": "Roar", "desc": "The spinosaurus uses Frightful Presence." }, { "name": "Tail Attack (Costs 2 Actions)", "desc": "The spinosaurus makes one tail attack." } ], "special_abilities": [ { "name": "Tamed", "desc": "The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid." }, { "name": "Siege Monster", "desc": "The spinosaurus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 116, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_spinosaurus/" }, { "slug": "ychen-bannog", "desc": "_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._ \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease. \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations. \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.", "name": "Ychen Bannog", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "14d20+84", "speed": { "walk": 50 }, "strength": 28, "dexterity": 10, "constitution": 23, "intelligence": 3, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "exhaustion", "senses": "passive Perception 11", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The ychen bannog makes one gore attack and one stomp attack." }, { "name": "Gore", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.", "attack_bonus": 13, "damage_dice": "4d8" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.", "attack_bonus": 13, "damage_dice": "4d10" }, { "name": "Destroying Bellow (Recharge 5-6)", "desc": "The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ever-Sharp Horns", "desc": "The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack." }, { "name": "Overrun", "desc": "When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action." }, { "name": "Peaceful Creature", "desc": "The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check." } ], "spell_list": [], "page_no": 413, "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_ychen-bannog/" }, { "slug": "bonespitter", "desc": "A massive worm bursts through the ground, its body covered in bony protrusions._ \nBonespitters are bone-covered predators that live in the soft soil of grassy plains. \n**Bones of Victims.** Bonespitters have unique digestive systems. When a bonespitter consumes another creature, the acid in the worm’s stomach dissolves all of the prey’s tissue and leaves only bones behind. The bones become part of the bonespitter’s defenses, poking through its skin like sharp hair follicles. Other bones are stored in muscular sacks in the bonespitter’s mouth, waiting to be unleashed on unsuspecting prey.", "name": "Bonespitter", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 217, "hit_dice": "14d20+70", "speed": { "burrow": 30, "walk": 50 }, "strength": 26, "dexterity": 7, "constitution": 21, "intelligence": 3, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 30 ft., tremorsense 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The bonespitter makes two attacks: one with its bite and one with its bone spike." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the bonespitter. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bonespitter, and it takes 17 (5d6) acid damage at the start of each of the bonespitter's turns. An undead creature made of mostly bones, such as a skeleton, is immune to this acid damage. If the bonespitter takes 30 damage or more on a single turn from a creature inside it, the bonespitter must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bonespitter. If the bonespitter dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.", "attack_bonus": 13, "damage_dice": "3d8+8" }, { "name": "Bone Spike", "desc": "Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 18 (3d6 + 8) piercing damage, and, if the target is a Large or smaller creature, it is knocked prone, pinned to the ground by the spike, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the spike and ending the condition on a success. The spike can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage).", "attack_bonus": 13, "damage_dice": "3d6+8" }, { "name": "Shard Spray (Recharge 5-6)", "desc": "The bonespitter exhales a 60-foot cone of bone shards. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a successful one. If a Large or smaller creature fails this saving throw, it is also knocked prone, pinned to the ground by a shard, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the shard and ending the condition on a success. The shard can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bony Body", "desc": "A creature that starts its turn or enters a space within 5 feet of the bonespitter must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) piercing damage." } ], "spell_list": [], "page_no": 47, "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_bonespitter/" }, { "slug": "oozasis", "desc": "_The oasis appears as an idyllic desert respite, offering water, shade, and even perhaps edible fruit and nuts in the trees above._ \n**Mockmire.** The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between wakefulness and hibernation. \n**Quest Givers.** Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mere mindless sludge, its fractured intelligence occasionally awakens to read the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons. \n**Ancient Minds.** Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins.", "name": "Oozasis", "size": "Gargantuan", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 7, "armor_desc": "", "hit_points": 217, "hit_dice": "14d20+70", "speed": { "walk": 20, "climb": 20, "swim": 20 }, "strength": 18, "dexterity": 5, "constitution": 20, "intelligence": 12, "wisdom": 22, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": 10, "charisma_save": 8, "perception": 10, "skills": { "deception": 8, "history": 5, "insight": 10, "perception": 10 }, "damage_vulnerabilities": "thunder", "damage_resistances": "fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft., passive Perception 20", "languages": "understands all languages but can't speak, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The oozasis makes two pseudopod attacks." }, { "name": "Pseudopod", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Engulf", "desc": "The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis." }, { "name": "Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest)", "desc": "The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The oozasis can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Mirage", "desc": "As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled." }, { "name": "Waters of Unfathomable Compulsion", "desc": "Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream." } ], "spell_list": [], "page_no": 310, "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_oozasis/" }, { "slug": "noth-norren", "desc": "A massive upside-down tornado races along the ground, its mouth swallowing everything around it and its tail spiraling off into the air. The interior of the whirlwind is lined with thousands of jagged teeth, ready to devour all in its path._ \n**Epitomes of Destruction.** The noth-norren is one of the most destructive and malicious of all elemental creatures and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex. Noth-norrens are typically found in the wildest regions of the Elemental Plane of Air, where their presence often goes overlooked until they strike. They are rare on the Material Plane, though they can be summoned by Open Game License", "name": "Noth-norren", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": null, "hit_points": 203, "hit_dice": "14d20+56", "speed": { "hover": true, "walk": 0, "fly": 90 }, "strength": 21, "dexterity": 18, "constitution": 18, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": 8, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, thunder", "condition_immunities": "deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Auran", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The noth-norren makes two slam attacks. Alternatively, it uses Throw Debris twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. A creature struck by the slam attack must succeed on a DC 16 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "4d10+5" }, { "name": "Throw Debris", "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "4d8+4" }, { "name": "Fling Victim", "desc": "One Large or smaller creature caught in the nothnorren's vortex is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone." }, { "name": "Vortex (Recharge 5-6)", "desc": "The noth-norren pulls nearby creatures into its central vortex to be torn apart by its jagged teeth. Each creature within 5 feet of the noth-norren must succeed on a DC 16 Strength saving throw or be pulled into the vortex. A creature in the vortex is blinded and restrained, it has total cover against attacks and other effects outside the vortex, and it takes 21 (6d6) slashing damage at the start of each of the noth-norren's turns.\n\nIf the noth-norren takes 30 damage or more on a single turn from a creature inside the vortex, the noth-norren must succeed on a DC 18 Constitution saving throw at the end of that turn or release all creatures caught in its vortex, which fall prone in a space within 10 feet of the noth-norren. If the noth-norren dies, it becomes a pile of teeth, its windy form dissipating, and releases all trapped creatures." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Turbulence", "desc": "A flying creature that enters or starts its turn within 60 feet of the noth-norren must land at the end of its turn or fall. In addition, ranged attack rolls against the noth-norren have disadvantage." }, { "name": "Magic Weapons", "desc": "The noth-norren's weapon attacks are magical." } ], "spell_list": [], "page_no": 270, "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_noth-norren/" }, { "slug": "vesiculosa", "desc": "_This glittering pool stands among lush and verdant fruiting plants._ \n**Underground Oasis.** A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must. \n**Rich Sapphire Heartvine.** A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.", "name": "Vesiculosa", "size": "Gargantuan", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 203, "hit_dice": "14d20+56", "speed": { "walk": 0, "burrow": 5 }, "strength": 20, "dexterity": 10, "constitution": 19, "intelligence": 2, "wisdom": 14, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "charmed, blinded, deafened, frightened, prone", "senses": "tremorsense 60 ft., passive Perception 16", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed." }, { "name": "Entrap", "desc": "The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target." }, { "name": "Reel", "desc": "Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body." }, { "name": "Engulf", "desc": "The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water." }, { "name": "Rich Sapphire Heartvine", "desc": "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging." }, { "name": "Rootlet Swarms", "desc": "The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours." }, { "name": "Sweet Water", "desc": "The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake." }, { "name": "Verdant", "desc": "The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed." } ], "spell_list": [], "page_no": 399, "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_vesiculosa/" }, { "slug": "akkorokamui", "desc": "", "name": "Akkorokamui", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "14d20+42", "speed": { "walk": 15, "swim": 60 }, "strength": 21, "dexterity": 16, "constitution": 16, "intelligence": 19, "wisdom": 20, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 30', darkvision 120', passive Perception 19", "languages": "understands all but can't speak, telepathy 120'", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Three Tentacles. Can replace one with Spellcasting or Healing Touch." } ], "bonus_actions": null, "reactions": [ { "name": "Guardian's Grasp", "desc": "When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm's way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn't willing this reaction fails." } ], "legendary_desc": "", "legendary_actions": [ { "name": "Discern", "desc": "Makes a Wis (Perception) or Wis (Insight) check." }, { "name": "Jet", "desc": "Swims up to half its swimming speed with o provoking opportunity attacks." }, { "name": "Cast a Spell (2)", "desc": "Uses Spellcasting." }, { "name": "Tentacle Sweep (2)", "desc": "Spins in place with its tentacles extended. Each creature within 20' of it that isn't grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage." } ], "special_abilities": [ { "name": "Amphibious", "desc": "Can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "Choose to succeed failed save." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Magic Weapons", "desc": "Weapon attacks are magical." }, { "name": "Offering of Flesh", "desc": "Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creature's choice). Limb restoration effect works like regenerate spell. Hook's magic works only if the akkorokamui offered it willingly." }, { "name": "Regeneration", "desc": "Regains 15 hp at start of its turn if it has at least 1 hp." }, { "name": "Siege Monster", "desc": "Double damage to objects/structures." } ], "spell_list": [], "page_no": 11, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_akkorokamui/" }, { "slug": "oozasis-tob1-2023", "desc": "False", "name": "Oozasis", "size": "Gargantuan", "type": "Ooze", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 7, "armor_desc": "", "hit_points": 217, "hit_dice": "14d20 + 70", "speed": { "walk": 20, "burrow": 20 }, "strength": 18, "dexterity": 5, "constitution": 20, "intelligence": 8, "wisdom": 20, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": 9, "charisma_save": 5, "perception": 19, "skills": { "Deception": 5, "History": 3, "Insight": 9, "Perception": 9 }, "damage_vulnerabilities": "cold", "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 19", "languages": "understands all languages but can’t speak, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The oozasis makes three Pseudopod attacks." }, { "name": "Pseudopod", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. The oozasis can have up to two creatures grappled at a time." }, { "name": "Compelling Vapors (Recharge 5-6)", "desc": "The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a DC 16 Constitution saving throw. On a failure, a creature takes 45 (10d8) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is charmed and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous", "desc": "The oozasis can move through a space as narrow as 1 foot wide without squeezing." }, { "name": "Oasis Appearance", "desc": "While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water." }, { "name": "Ooze Nature", "desc": "The oozasis doesn't require sleep." }, { "name": "Waters of Unfathomable Compulsion", "desc": "A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days." } ], "spell_list": [], "page_no": 290, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_oozasis/" }, { "slug": "angel-kalkydra", "desc": "", "name": "Angel, Kalkydra", "size": "Huge", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "14d12+98", "speed": { "walk": 40, "climb": 30, "fly": 90 }, "strength": 22, "dexterity": 14, "constitution": 24, "intelligence": 17, "wisdom": 21, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 1, "charisma_save": 1, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "poison; nonmagic B/P/S attacks", "damage_immunities": "fire, radiant", "condition_immunities": "charmed, exhaustion, frightened, poisoned, prone", "senses": "truesight 120', passive Perception 20", "languages": "all, telepathy 120'", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "Two Bites or Sunrays. Can replace one with Constrict." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 15 (2d8+6) piercing damage + 18 (4d8) radiant." }, { "name": "Constrict", "desc": "Melee Weapon Attack: +11 to hit, 5 ft., one target, 17 (2d10+6) bludgeoning damage + 18 (4d8) radiant and target is grappled (escape DC 18). Until this grapple ends creature is restrained and kalkydra can't constrict another target." }, { "name": "Sunray", "desc": "Ranged Spell Attack: +11 to hit, 120 ft., one target, 24 (4d8+6) radiant + 9 (2d8) fire." }, { "name": "Song of Sunrise (1/Day)", "desc": "Sings a song to welcome the dawn causing sunlight to fill area in a 120' radius around it. Lasts 1 min." }, { "name": "Spellcasting", "desc": "Cha (DC 19) no material components: At will: detect evil and good light3/day ea: daylight dispel evil and good1/day ea: commune greater restoration" } ], "bonus_actions": null, "reactions": [ { "name": "Solar Nimbus", "desc": "When hit by an attack it surrounds itself in a fiery nimbus searing attacker: 9 (2d8) fire and 9 (2d8) radiant and nimbus sheds bright light in 30' radius and dim light an additional 30'. Until start of kalkydra's next turn a creature within 5 ft. of kalkydra that hits it with melee attack takes 9 (2d8) fire and 9 (2d8) radiant." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 26, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_angel-kalkydra/" }, { "slug": "desert-giant", "desc": "_The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown._ \nDesert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren’t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see. \n**Wandering Legacy.** Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns. \nWhile in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul. \n**Keepers of the Past.** Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. \nThe designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe’s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased’s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.", "name": "Desert Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12+84", "speed": { "walk": 40 }, "strength": 27, "dexterity": 10, "constitution": 22, "intelligence": 13, "wisdom": 18, "charisma": 15, "strength_save": 12, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 8, "skills": { "perception": 8, "stealth": 4, "survival": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 18", "languages": "Common, Giant", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two falchion attacks." }, { "name": "Falchion", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.", "attack_bonus": 12, "damage_dice": "6d4" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Camouflage", "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain." }, { "name": "Wasteland Stride", "desc": "The giant ignores difficult terrain caused by sand, gravel, or rocks." } ], "spell_list": [], "page_no": 222, "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_desert-giant/" }, { "slug": "son-of-fenris", "desc": "_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._ \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart. \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails. \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.", "name": "Son Of Fenris", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12+84", "speed": { "walk": 60, "burrow": 15 }, "strength": 26, "dexterity": 16, "constitution": 23, "intelligence": 16, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 6, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "psychic, radiant", "damage_immunities": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 60 ft., tremorsense 100 ft., passive Perception 14", "languages": "Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The son of Fenris makes one bite attack and one slam attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Magic Weapons", "desc": "The son of Fenris' weapon attacks are magical." }, { "name": "Arctic Tunneler", "desc": "While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft." }, { "name": "Spellcasting", "desc": "the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake" }, { "name": "Trampling Charge", "desc": "If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action." } ], "spell_list": [], "page_no": 355, "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_son-of-fenris/" }, { "slug": "necrotech-bonecage-constrictor", "desc": "", "name": "Necrotech Bonecage Constrictor", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12+84", "speed": { "walk": 50 }, "strength": 19, "dexterity": 16, "constitution": 22, "intelligence": 6, "wisdom": 8, "charisma": 5, "strength_save": 8, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": -1, "skills": { "perception": -1 }, "damage_vulnerabilities": "bludgeoning, thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "poisoned, prone", "senses": "darkvision 60', tremorsense 30', passive Perception 9", "languages": "understands Common and Darakhul but can't speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "Two Bite attacks and one Encage attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) necrotic." }, { "name": "Encage", "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) piercing damage. If target is a Med or smaller creature DC 16 Dex save or be caged within body of bonecage constrictor. Caged creature is restrained has cover vs. attacks and other effects outside constrictor and it takes 10 (3d6) necrotic at start of each of constrictor's turns. While caged creature can see outside constrictor but can't target those outside constrictor with attacks or spells nor can it cast spells or use features that allow it to leave constrictor's body. In addition creatures caged within constrictor can't make attack rolls vs. creatures outside constrictor. Constrictor can have up to 6 Med or smaller creatures restrained at a time. If constrictor takes 20+ damage on a single turn from any source it must make DC 16 Con save at end of that turn or all caged creatures fall prone in a space within 10 ft. of constrictor. If any of the damage is thunder constrictor has disadvantage on the save. If constrictor dies caged creature is no longer restrained by it and can escape from corpse via 10 ft. of move exiting prone." }, { "name": "Crush", "desc": "Each creature caged by constrictor must make DC 16 Str save or take 11 (2d6+4) bludgeoning damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Necrotic Prison", "desc": "Creatures restrained by its Encage automatically stabilize at 0 hp and take no further damage from Encage. If creature damaged from another source while restrained suffers death save failure as normal but immediately stabilizes if not its final death save." } ], "spell_list": [], "page_no": 287, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_necrotech-bonecage-constrictor/" }, { "slug": "cherufe", "desc": "A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._ \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License", "name": "Cherufe", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40, "burrow": 40 }, "strength": 22, "dexterity": 10, "constitution": 21, "intelligence": 8, "wisdom": 14, "charisma": 6, "strength_save": 11, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17", "languages": "Ignan, Terran", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The cherufe makes four slam attacks. Alternatively, it can throw two magma balls." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "4d6+6" }, { "name": "Magma Ball", "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.", "attack_bonus": 11, "damage_dice": "3d10+6" }, { "name": "Fissure", "desc": "The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface." }, { "name": "Quake (Recharge 6)", "desc": "The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Firewalker", "desc": "When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn." }, { "name": "Internal Flame", "desc": "A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius." } ], "spell_list": [], "page_no": 61, "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_cherufe/" }, { "slug": "forest-emperor", "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._ \n**Born of Dragons.** When a particularly hardy Open Game License", "name": "Forest Emperor", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 30, "climb": 30, "fly": 60 }, "strength": 23, "dexterity": 12, "constitution": 21, "intelligence": 12, "wisdom": 20, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "nature": 6, "perception": 10, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 20", "languages": "Common, Giant", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Acidic Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.", "attack_bonus": 11, "damage_dice": "3d6+6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d10+6" }, { "name": "Toxic Nectar Spray (Recharge 5-6)", "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid 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": "Forest Camouflage", "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain." }, { "name": "Keen Smell", "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Rattle", "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours." } ], "spell_list": [], "page_no": 155, "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_forest-emperor/" }, { "slug": "degenerate-titan", "desc": "_This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits._ \n**Haunt Ruins.** The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly. \n**Insane and Moody.** Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodgepodge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash. \n**Primal Power.** Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic.", "name": "Degenerate Titan", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "crude armored coat", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40 }, "strength": 24, "dexterity": 6, "constitution": 20, "intelligence": 6, "wisdom": 9, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "intimidation": 1, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Titan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The degenerate titan makes two greatclub attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "3d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "4d10" }, { "name": "Earthstrike (Recharge 4-6)", "desc": "The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone." }, { "name": "Shout of the Void (Recharge 4-6)", "desc": "The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 381, "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_degenerate-titan/" }, { "slug": "hoard-golem", "desc": "_A hoard golem is a pile of gold, jewelry, and weapons that can rise on its own like a tidal wave of riches, with a cold and determined face. A hoard golem can crash down with the weight of a fortune, flattening everything in its path._ \n**Dragon Fears Made Real.** The hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves. \n**Patient Homebodies.** As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner’s den. \n**Silent and Wealthy.** Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 lb. A hoard golem’s body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Hoard Golem", "size": "Huge", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40 }, "strength": 22, "dexterity": 15, "constitution": 20, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 10, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhausted, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "understands the language of its creator but can't speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "6d10" }, { "name": "Thieving Whirlwind (Recharge 5-6)", "desc": "The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Strike with Awe", "desc": "Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 234, "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_hoard-golem/" }, { "slug": "adult-brass-dragon-a5e", "desc": "", "name": "Adult Brass Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40, "burrow": 30, "fly": 80 }, "strength": 22, "dexterity": 10, "constitution": 20, "intelligence": 18, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "arcana": 9, "history": 9, "nature": 9, "perception": 7, "persuasion": 8, "religion": 9, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Draconic, two more", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks with its bite and twice with its claws. In place of its bite it can use Molten Spit." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) fire damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Staff (Humanoid Form Only)", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage." }, { "name": "Molten Spit", "desc": "The dragon targets a creature within 60 feet forcing it to make a DC 18 Dexterity saving throw. The creature takes 11 (2d10) fire damage on a failure or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Molten Breath", "desc": "The dragon exhales molten glass in a 60-foot-long 5-foot-wide line. Each creature in the area makes a DC 18 Dexterity saving throw taking 56 (16d6) fire damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn." }, { "name": "Sleep Breath", "desc": "The dragon exhales sleep gas in a 60-foot cone. Each creature in the area makes a DC 18 Constitution saving throw. On a failure a creature falls unconscious for 10 minutes or until it takes damage or someone uses an action to wake it." }, { "name": "Change Shape", "desc": "The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Molten Spit Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its staff." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Analyze", "desc": "The dragon evaluates one creature it can see within 60 feet. It learns the creatures resistances, immunities, vulnerabilities, and current and maximum hit points. That creatures next attack roll against the dragon before the start of the dragons next turn is made with disadvantage." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 16 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest." }, { "name": "Self-Sufficient", "desc": "The brass dragon can subsist on only a quart of water and a pound of food per day." }, { "name": "Scholar of the Ages", "desc": "The brass dragon gains a d4 expertise die on Intelligence checks made to recall lore. If it fails such a roll, it can use a Legendary Resistance to treat the roll as a 20." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 16). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, identify, commune, legend lore" } ], "spell_list": [], "page_no": 156, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_adult-brass-dragon/" }, { "slug": "loxoda", "desc": "_Often called elephant centaurs by humans and gnolls, loxodas are massive creatures that combine the torso of an ogre and the body of an elephant. Hating and fearing all strangers, they live in open plains and scrubland._ \n**Nomadic Families.** Loxodas live in small herds of 2-3 extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious eaters, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. They devour both meat and vegetation. \n**Often Underestimated.** Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements. \n**Vestigial Tusks.** All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jewelled bracelets stolen from humanoids onto their tusks as trophies—a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life. They stand 18 feet tall and weigh nearly 20,000 pounds.", "name": "Loxoda", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d12+56", "speed": { "walk": 40 }, "strength": 19, "dexterity": 12, "constitution": 19, "intelligence": 12, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "Loxodan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack." }, { "name": "Maul", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "6d6" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "3d10" }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Trampling Charge", "desc": "If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone." } ], "spell_list": [], "page_no": 280, "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_loxoda/" }, { "slug": "roc-juvenile-a5e", "desc": "", "name": "Roc Juvenile", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 147, "hit_dice": "14d12+56", "speed": { "walk": 25, "fly": 100 }, "strength": 22, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The roc attacks once with its beak and once with its talons or makes a beak attack and drops a grappled creature or held object." }, { "name": "Beak", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage." }, { "name": "Talons", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage and the target is grappled (escape DC 17). Until this grapple ends the target is restrained and the roc can't attack a different target with its talons." } ], "bonus_actions": null, "reactions": [ { "name": "Retributive Strike", "desc": "When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The roc has advantage on Perception checks that rely on sight." } ], "spell_list": [], "page_no": 459, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_roc-juvenile/" }, { "slug": "khargi", "desc": "", "name": "Khargi", "size": "Huge", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d12+56", "speed": { "walk": 30, "fly": 20 }, "strength": 20, "dexterity": 12, "constitution": 18, "intelligence": 10, "wisdom": 15, "charisma": 9, "strength_save": null, "dexterity_save": 5, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "fire; nonmagic B/P/S attacks", "damage_immunities": "poison", "condition_immunities": "poisoned, prone", "senses": "blindsight 30', darkvision 60', passive Perception 12", "languages": "understands Abyssal and Infernal but can't speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "One Bite attack and two Leg attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, 10 ft., one target, 14 (2d8+5) piercing damage + 7 (2d6) poison." }, { "name": "Legs", "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage + 7 (2d6) poison." }, { "name": "Swarming Breath (Recharge 5-6)", "desc": "Exhales biting stinging insects in a 30' cone. Each creature in that area: 31 (9d6) poison (DC 16 Con half)." } ], "bonus_actions": null, "reactions": [ { "name": "Adaptive Carapace", "desc": "When it takes acid cold force lightning or thunder it can magically attune itself to that type of damage. Until end of its next turn khargi has resistance to damage of the triggering type and when it hits with any weapon target takes an extra 7 (2d6) damage of the triggering type." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Deadly Infestation", "desc": "A creature that touches the khargi or hits it with melee attack while within 5 ft. of it takes 7 (2d6) poison as stinging insects rise up to protect the khargi." }, { "name": "Death Swarms", "desc": "When it dies the insects crawling across and within it burst from its body forming 2d4 swarms of insects that appear in unoccupied spaces within 5 ft. of khargi's space." }, { "name": "Infested Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals + 2d6 poison (included below)." } ], "spell_list": [], "page_no": 251, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_khargi/" }, { "slug": "pal-rai-yuk", "desc": "This lengthy, two-headed, serpentine creature has three dorsal fins and six legs._ \n**Degenerate Dragons.** Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity’s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water. \n**Forgotten Meals.** By some quirk of the pal-rai-yuk’s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren’t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others’ memories, leaving victims with a deep sense of isolation as they are slowly digested. \n**Endlessly Hungry.** The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation.", "name": "Pal-Rai-Yuk", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d12+42", "speed": { "burrow": 40, "swim": 60, "walk": 40 }, "strength": 21, "dexterity": 11, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "frightened", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11", "languages": "Aquan, Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The pal-rai-yuk makes two bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 27 (4d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The pal-rai-yuk has two heads, each of which can grapple only one target.", "attack_bonus": 8, "damage_dice": "4d10+5" }, { "name": "Swallow", "desc": "The pal-rai-yuk makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is restrained, it has total cover against attacks and other effects outside the pal-rai-yuk, and it takes 18 (4d8) acid damage at the start of each of the pal-rai-yuk's turns. The pal-rai-yuk can have up to three Medium or smaller creatures swallowed at a time.\n\nThe swallowed creature can see outside of the pal-rai-yuk, but it can't target those outside the pal-rai-yuk with spells or cast spells or use features that allow it to leave the pal-rai-yuk's stomach. In addition, nothing can physically pass through the pal-rai-yuk's stomach, preventing creatures inside the stomach from making attack rolls against creatures outside the stomach.\n\nIf the pal-rai-yuk takes 20 damage or more on a single turn from a creature inside it, the pal-rai-yuk must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the pal-rai-yuk. If the pal-rai-yuk dies, a swallowed creature is no longer restrained by it and can escape the corpse by using 15 feet of movement, exiting prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Forgotten Prey", "desc": "A creature that starts its turn grappled by the pal-rai-yuk must succeed on a DC 16 Charisma saving throw or be invisible and inaudible to all creatures other than the pal-rai-yuk. In addition, when the pal-rai-yuk swallows a creature, each of that creature's allies within 1 mile of the pal-rai-yuk must succeed on a DC 16 Wisdom saving throw or forget the swallowed creature's existence. At the end of each of the creature's turns, it can repeat the saving throw, remembering the swallowed creature on a success." }, { "name": "Hold Breath", "desc": "The pal-rai-yuk can hold its breath for 1 hour." }, { "name": "Magic Resistance", "desc": "The pal-rai-yuk has advantage on saving throws against spells and other magical effects." }, { "name": "Two Heads", "desc": "The pal-rai-yuk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." } ], "spell_list": [], "page_no": 291, "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_pal-rai-yuk/" }, { "slug": "angler-worm", "desc": "_As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal._ \n**Silk Snares.** The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.", "name": "Angler Worm", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d12+42", "speed": { "walk": 20, "climb": 20 }, "strength": 14, "dexterity": 5, "constitution": 16, "intelligence": 3, "wisdom": 14, "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": "poison", "condition_immunities": "blinded, charmed, deafened, poisoned, prone", "senses": "tremorsense 60 ft., passive Perception 12", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Coils", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.", "attack_bonus": 4, "damage_dice": "3d8" }, { "name": "Ethereal Lure (Recharge 4-6)", "desc": "The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines." }, { "name": "Keen Touch", "desc": "The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations." }, { "name": "Transparent Trap", "desc": "A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence." } ], "spell_list": [], "page_no": 22, "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_angler-worm/" }, { "slug": "young-emerald-dragon-a5e", "desc": "", "name": "Young Emerald Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 133, "hit_dice": "14d12+42", "speed": { "walk": 40, "burrow": 20, "fly": 60 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 18, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": 8, "wisdom_save": 5, "charisma_save": 7, "perception": null, "skills": { "deception": 7, "history": 8, "perception": 5, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "psychic, thunder", "damage_immunities": "", "condition_immunities": "fatigue", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) thunder damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage." }, { "name": "Maddening Breath (Recharge 5-6)", "desc": "The dragon screams stripping flesh from bone in a 30-foot cone. Each creature in that area makes a DC 15 Constitution saving throw taking 44 (8d10) thunder damage on a failed save or half damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Far Thoughts", "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:hideous laughter, suggestion" } ], "spell_list": [], "page_no": 146, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_young-emerald-dragon/" }, { "slug": "ophio-fungus", "desc": "Row after row of bruise-purple fungus grows from the rocks like living shelves. The air becomes hazy as the fungus lets out a sudden puff of spores._ \n**Ambitious Parasite.** The ophio fungus is native to the subterranean caverns that wind through Leng, but it has no intention of remaining solely in its native world. The fungus seeks to infect as many carriers as possible to distribute itself across many planes and worlds. \n**Mind Control.** The fungus attempts to infect carriers by issuing clouds of microscopic spores. Once inhaled, these spores attack the victim’s brain, sapping their willpower and eventually leaving the victim under the control of the fungus. \n**Master Plan.** Once a victim is infected with ophio spores, it is entirely under the control of the fungus, connected to the parent fungus by a psychic link that even reaches across planes. The fungus uses these victims to carry pieces of itself to other places or to lure more victims into its caverns.", "name": "Ophio Fungus", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d12+28", "speed": { "walk": 10 }, "strength": 10, "dexterity": 6, "constitution": 14, "intelligence": 20, "wisdom": 17, "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": "fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, frightened, poisoned, prone", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Release Spores", "desc": "The ophio fungus focuses its spores on up to three creatures it can see within 30 feet of it. Each creature must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and, if it is a humanoid, it becomes infected with ophio spores. On a success, a creature takes half the damage and isn't infected with spores. A creature that doesn't need to breathe automatically succeeds on this saving throw. A creature that does need to breathe can still be affected, even if it holds its breath." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hypnotic Secretion", "desc": "When a creature starts its turn within 30 feet of the fungus, it must make a DC 15 Charisma saving throw. On a failure, the creature is charmed for 1 hour and regards the fungus as a friendly acquaintance. If the fungus or one of its allies harms the charmed creature, this effect ends. If a creature stays charmed for the full hour, it becomes infected with ophio spores. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the ophio fungus' Hypnotic Secretion for the next 24 hours. A creature that doesn't need to breathe is immune to the fungus' Hypnotic Secretion. A creature that does need to breathe can still be affected, even if it holds its breath." } ], "spell_list": [], "page_no": 283, "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_ophio-fungus/" }, { "slug": "brain-coral", "desc": "", "name": "Brain Coral", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d12+28", "speed": { "walk": 0, "swim": 120 }, "strength": 16, "dexterity": 6, "constitution": 14, "intelligence": 18, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, charmed, deafened, frightened, poisoned, prone", "senses": "blindsight 120' (blind beyond), passive Perception 15 ", "languages": "Common, Deep Speech, telepathy 120'", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "One Pseudopod from spire and one additional Pseudopod per cluster it has. Additional Pseudopods can originate from central spire or any cluster provided target is within reach of attack's origin." }, { "name": "Pseudopod", "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) bludgeoning damage." }, { "name": "Reef Poison Spray (Recharge 5-6)", "desc": "Expels poison cloud. Each creature within 15 ft. of central spire: 21 (6d6) poison and is incapacitated until end of its next turn (DC 15 Int half damage not incapacitated)." }, { "name": "Beasts of the Sea (1/Day)", "desc": "Magically calls 2d4 giant crabs 2 giant sea horses or reef sharks or 1 swarm of quippers provided coral is underwater. The called creatures arrive in 1d4 rounds acting as allies of coral and obeying its telepathic commands. Beasts remain 1 hr until coral dies or until coral dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Colony Cluster", "desc": "Consists of Huge central spire and 3 Small clusters. Each cluster acts on coral's turn and shares its move allowing spire and clusters to swim total of 120' on coral's turn. Cluster can't move more than 120' from spire. Cluster over 120' away from spire for over 24 hrs enters dormant state becoming new brain coral after 30 days. Brain coral and its clusters share hp and damage dealt to cluster or spire reduces shared total. If more than one section of coral is included in damaging spell or effect (ex: Dragon's breath weapon or lightning bolt spell) coral makes one save and takes damage as if only one section was affected. When coral takes 15+ damage in one turn cluster is destroyed. At end of its turn if coral took damage on previous turn it can expel one new cluster from spire per 15 damage it took. Can't have more than 5 clusters active at a time." }, { "name": "Water Breathing", "desc": "Can breathe only underwater." } ], "spell_list": [], "page_no": 67, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_brain-coral/" }, { "slug": "desertgiant-tob1-2023", "desc": "False", "name": "Desert Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12 + 84", "speed": { "walk": 40 }, "strength": 27, "dexterity": 10, "constitution": 22, "intelligence": 13, "wisdom": 18, "charisma": 15, "strength_save": 12, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 18, "skills": { "Perception": 8, "Stealth": 4, "Survival": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "passive Perception 18", "languages": "Common, Giant", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two Falchion attacks." }, { "name": "Falchion", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Desert Walk", "desc": "Difficult terrain composed of sand or gravel doesn't cost the desert giant extra movement." }, { "name": "Sand Camouflage", "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain." } ], "spell_list": [], "page_no": 205, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_desert-giant/" }, { "slug": "krakespawn-tob1-2023", "desc": "False", "name": "Krake Spawn", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12 + 84", "speed": { "walk": 60 }, "strength": 24, "dexterity": 12, "constitution": 22, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": 12, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 12, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "cold, poison, psychic", "condition_immunities": "charmed, poisoned", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 12", "languages": "Common, Infernal, Primordial, Void Speech", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained. The krake spawn has eight tentacles, each of which can grapple only one target." }, { "name": "Freezing Water Bolt", "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) cold damage." }, { "name": "Ink Cloud (Recharge 5-6)", "desc": "While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a DC 17 Constitution saving throw, taking 55 (10d10) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink." }, { "name": "Vomit Forth the Deeps (Recharge 5-6)", "desc": "The krake spawn sprays half-digested food from its maw in a 30-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 27 (6d8) acid damage plus 27 (5d10) poison damage and is incapacitated. On a success, a creature takes half the damage and isn't incapacitated." } ], "bonus_actions": [ { "name": "Water Jet", "desc": "Each creature within 5 feet of the krake spawn must succeed on a DC 17 Dexterity saving throw or be knocked prone. The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The krake spawn can breathe air and water." } ], "spell_list": [], "page_no": 249, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_krake-spawn/" }, { "slug": "sonoffenris-tob1-2023", "desc": "False", "name": "Son of Fenris", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12 + 84", "speed": { "walk": 30, "burrow": 60 }, "strength": 26, "dexterity": 16, "constitution": 23, "intelligence": 16, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 14, "skills": { "Arcana": 7, "Intimidation": 6, "Religion": 11 }, "damage_vulnerabilities": "False", "damage_resistances": "necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 60 ft., tremorsense 120 ft., passive Perception 14", "languages": "Common, Celestial, Giant, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the son, and it takes 21 (6d6) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time." }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage plus 10 (3d6) necrotic damage or radiant damage (the son's choice)." }, { "name": "Divine Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage or radiant damage (the son's choice)." }, { "name": "Snake Breath (Recharge 5-6)", "desc": "The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a DC 18 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Divine Weapons", "desc": "The son of Fenris's weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra 3d6 necrotic damage or radiant damage (included in the attack), the son's choice." } ], "spell_list": [], "page_no": 335, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_son-of-fenris/" }, { "slug": "degeneratetitan-tob1-2023", "desc": "False", "name": "Degenerate Titan", "size": "Huge", "type": "Giant", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 12, "armor_desc": "armor scraps", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 40 }, "strength": 21, "dexterity": 6, "constitution": 20, "intelligence": 6, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Intimidation": 4, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The degenerate titan can use its Reality-Bending Shout. It then makes three Greatclub attacks or two Rock attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage." }, { "name": "Reality-Bending Shout", "desc": "The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the dispel magic spell, except the titan must always make an ability check. The titan's ability check for this is +4." }, { "name": "Earthstrike (Recharge 5-6)", "desc": "The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) force damage and is flung 20 feet away from the titan and knocked prone, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked prone. If a flung creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 362, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_degenerate-titan/" }, { "slug": "hoardgolem-tob1-2023", "desc": "False", "name": "Hoard Golem", "size": "Huge", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 40 }, "strength": 22, "dexterity": 15, "constitution": 20, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Athletics": 10, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The hoard golem makes two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 18 (4d8) force damage." }, { "name": "Thieving Whirlwind (Recharge 5-6)", "desc": "The hoard golem partially disperses into a whirlwind of coins, gemstones, and other valuables then recoalesces. Each creature within 20 feet of the golem must make a DC 17 Dexterity saving throw. On a failure, a creature takes 44 (8d10) bludgeoning damage and loses one object it is wearing or carrying. On a success, a creature takes half the damage and doesn't lose an object. Each object the golem steals must weigh no more than 20 pounds and not be wrapped around or firmly attached to a creature. For example, the golem could steal a belt pouch full of coins or a creature's jewel-encrusted dagger, but it can't steal a creature's shirt or armor. The hoard golem steals objects of high value over those of minimal value. The stolen object becomes part of the golem's body and can't be retrieved until the golem dies." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Enchanted Weapons", "desc": "The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack)." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Strike with Awe", "desc": "A creature that enters a space within 120 feet of the hoard golem or starts its turn there must succeed on a DC 17 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks while it remains within 120 feet of the golem." } ], "spell_list": [], "page_no": 217, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_hoard-golem/" }, { "slug": "thuellai-tob1-2023", "desc": "False", "name": "Thuellai", "size": "Huge", "type": "Elemental", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 17, "armor_desc": "", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 100 }, "strength": 22, "dexterity": 24, "constitution": 20, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 6, "perception": 14, "skills": { "Perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Primordial", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The thuellai makes three Icy Claw attacks." }, { "name": "Icy Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage." }, { "name": "Freezing Breath (Recharge 5-6)", "desc": "The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Chilling Presence", "desc": "At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute." }, { "name": "Elemental Nature", "desc": "The thuellai doesn't require air, food, drink, or sleep." }, { "name": "Snowsight", "desc": "The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty." } ], "spell_list": [], "page_no": 360, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_thuellai/" }, { "slug": "tophet-tob1-2023", "desc": "False", "name": "Tophet", "size": "Huge", "type": "Construct", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 30 }, "strength": 21, "dexterity": 10, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 10, "strength_save": 8, "dexterity_save": 3, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Perception": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "cold", "damage_immunities": "fire, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature." }, { "name": "Burning Belly", "desc": "The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is restrained, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage." }, { "name": "Gout of Flame (Recharge 5-6)", "desc": "Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Burning Heart", "desc": "The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active." }, { "name": "Construct Nature", "desc": "The tophet doesn't require air, food, drink, or sleep." }, { "name": "Heated Body", "desc": "A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." } ], "spell_list": [], "page_no": 364, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_tophet/" }, { "slug": "loxoda-tob1-2023", "desc": "False", "name": "Loxoda", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d12 + 56", "speed": { "walk": 40 }, "strength": 19, "dexterity": 12, "constitution": 19, "intelligence": 12, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Athletics": 7, "Survival": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "passive Perception 12", "languages": "Loxodan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The loxoda makes one Slam attack and one Spear attack." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used with two hands to make a melee attack." }, { "name": "Stomp", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage." }, { "name": "Tooth-Rattling Pound (Recharge 5-6)", "desc": "The loxoda rears up and lands heavily, rattling the land and creatures around it. Each creature in contact with the ground within 20 feet of the loxoda must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and takes an extra 10 (3d6) thunder damage at the end of its next turn as the shockwaves from the Tooth-Rattling Pound continue up through its body. On a success, a creature takes half the damage and doesn't take extra thunder damage from shockwaves." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 259, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_loxoda/" }, { "slug": "causticcharger-tob1-2023", "desc": "False", "name": "Caustic Charger", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d12 + 42", "speed": { "walk": 10, "burrow": 30 }, "strength": 19, "dexterity": 11, "constitution": 16, "intelligence": 4, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "acid", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The caustic charger makes two Ram attacks. It can replace one Ram attack with a Tentacles attack." }, { "name": "Ram", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the charger moved at least 10 feet straight toward the target immediately before the hit, the target has disadvantage on the saving throw." }, { "name": "Tentacles", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the caustic charger attacks a target that is not in the charger's space, the target takes half the acid damage and has advantage on the saving throw." } ], "bonus_actions": [ { "name": "Slurp", "desc": "The caustic charger feeds on a creature paralyzed by its Tentacles attack. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by half the amount of acid damage dealt by the Tentacles attack that caused the paralysis, and the charger 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." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Straddler", "desc": "The caustic charger can end its move in the space of a prone Large or smaller creature. A creature standing up from prone in the same space as the charger can move to a space within 5 feet of the charger as part of standing up." }, { "name": "Wastes Walk", "desc": "Difficult terrain composed of rocks or sand doesn't cost the caustic charger extra movement." } ], "spell_list": [], "page_no": 51, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_caustic-charger/" }, { "slug": "djinni", "desc": "", "name": "Djinni", "size": "Large", "type": "Elemental", "subtype": "", "group": "Genies", "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d10+84", "speed": { "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).", "attack_bonus": 9, "damage_dice": "2d6+1d6", "damage_bonus": 5 }, { "name": "Create Whirlwind", "desc": "A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Demise", "desc": "If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying." }, { "name": "Innate Spellcasting", "desc": "The djinni'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:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift" }, { "name": "Variant: Genie Powers", "desc": "Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/create-food-and-water/?format=api", "https://api.open5e.com/v2/spells/tongues/?format=api", "https://api.open5e.com/v2/spells/wind-walk/?format=api", "https://api.open5e.com/v2/spells/conjure-elemental/?format=api", "https://api.open5e.com/v2/spells/creation/?format=api", "https://api.open5e.com/v2/spells/gaseous-form/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/major-image/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api" ], "page_no": 310, "environments": [ "Desert", "Plane Of Air", "Coastal" ], "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_djinni/" }, { "slug": "fabricator", "desc": "A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._ \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary. \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper. \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.", "name": "Fabricator", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "climb": 15, "walk": 30, "swim": 15 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 15, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "force, poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Common, Deep Speech, and Draconic but can’t speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The fabricator makes two disassembling slam attacks." }, { "name": "Disassembling Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.", "attack_bonus": 8, "damage_dice": "2d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Assemble", "desc": "With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials." }, { "name": "Dismantling Form", "desc": "A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active." } ], "spell_list": [], "page_no": 138, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_fabricator/" }, { "slug": "hoard-drake", "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._ \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs. \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.", "name": "Hoard Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 16, "wisdom": 10, "charisma": 12, "strength_save": 7, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 6, "history": 6, "nature": 6, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hoard drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" }, { "name": "Midas Breath (Recharge 6)", "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Miser's Fury", "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard." }, { "name": "Treasure Sense", "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical." } ], "spell_list": [], "page_no": 258, "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_hoard-drake/" }, { "slug": "magma-octopus", "desc": "Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._ \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.", "name": "Magma Octopus", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 21, "dexterity": 17, "constitution": 21, "intelligence": 5, "wisdom": 8, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 9", "languages": "—", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The magma octopus makes four attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.", "attack_bonus": 8, "damage_dice": "1d6+5" }, { "name": "Magma Blast (Recharge 6)", "desc": "The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) 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 catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lava Bound", "desc": "The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round." }, { "name": "Lava Swimmer", "desc": "While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water." } ], "spell_list": [], "page_no": 251, "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_magma-octopus/" }, { "slug": "alchemical-golem", "desc": "", "name": "Alchemical Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 20 }, "strength": 18, "dexterity": 7, "constitution": 21, "intelligence": 7, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The golem makes two slam attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "name": "Slam" }, { "desc": "The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Poison Breath (Brimstone Infusion Only; Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Syringes on the golem's back pierce its silver hide and infuse it with a powerful admixture. At the start of its turn, the alchemical golem can select one of the following infusions. Each infusion lasts until the start of its next turn. The golem can't use multiple infusions at once.\nBrimstone: The golem takes 7 (2d6) necrotic damage when it activates this infusion. The golem can breathe poison as an action. In addition, any creature that starts its turn within 5 feet of the golem must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn.\nQuicksilver: The golem takes 14 (4d6) necrotic damage when it activates this infusion. The golem's silver hide turns to shifting quicksilver, increasing its speed to 40 feet and granting it resistance to damage to which it is not already immune. l\nSalt: The golem takes 17 (5d6) necrotic damage when it activates this infusion. The golem's silver hide is covered with salt crystals, increasing its AC by 3. The golem's slam attacks deal an extra 14 (4d6) piercing damage and the ground within 20 feet of the golem becomes difficult terrain for 1 hour. A creature can force an adamantine syringe into the golem's body with a successful DC 25 Strength check while grappling the golem, nullifying its current infusion and dealing 35 (10d6) piercing damage to it.", "name": "Alchemical Infusion" }, { "desc": "Whenever the golem takes acid, cold, fire, or lightning damage, all creatures within 20 feet of the golem must make a DC 16 Dexterity saving throw, taking damage equal to the damage the golem took on a failed save, or half as much damage on a successful one.", "name": "Elemental Expulsion" }, { "desc": "The golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The golem's weapon attacks are magical.", "name": "Magic Weapons" } ], "spell_list": [], "page_no": 192, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_alchemical-golem/" }, { "slug": "lamassu", "desc": "", "name": "Lamassu", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "fly": 60, "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 20, "intelligence": 17, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 7, "perception": 8, "skills": { "arcana": 7, "history": 7, "insight": 8, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 60 ft., passive Perception 18", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "desc": "The lamassu makes two attacks with its claws.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) radiant damage.", "name": "Claw" }, { "desc": "The lamassu touches a creature. The target magically regains 22 (5d8) hp and is cured of any curses or diseases and of any poisoned, blinded, or deafened conditions afflicting it.", "name": "Healing Touch (3/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The lamassu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lamassu regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The lamassu makes a Wisdom (Perception) check.", "name": "Detect" }, { "desc": "The lamassu makes one claw attack.", "name": "Claw Attack" }, { "desc": "The lamassu beats its wings. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The lamassu can then fly up to its flying speed.", "name": "Wing Attack (Costs 2 Actions)" } ], "special_abilities": [ { "desc": "The lamassu has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The lamassu's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "If the lamassu 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 16 Strength saving throw or be knocked prone. If the target is prone, the lamassu can make one claw attack against it as a bonus action.", "name": "Pounce" }, { "desc": "The lamassu's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, mage hand, magic circle, sacred flame, unseen servant\n3/day each: bless, calm emotions, command, dimension door, invisibility, thunderwave\n1/day each: banishment, flame strike, glyph of warding", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 247, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_lamassu/" }, { "slug": "demon-leech", "desc": "", "name": "Demon, Leech", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 30, "swim": 40 }, "strength": 19, "dexterity": 16, "constitution": 21, "intelligence": 11, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; nonmagic B/P/S attacks", "damage_immunities": "acid, poison ", "condition_immunities": "poisoned, prone", "senses": "darkvision 90', passive Perception 11", "languages": "Abyssal, telepathy 120'", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "One Bite and two Tentacle Bites or two Bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) necrotic." }, { "name": "Tentacle Bite", "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 11 (2d6+4) piercing damage and 4 (1d8) necrotic and demon can attach its tentacle to target. Has two tentacles each of which can attach to only one target. While tentacle is attached demon can't use that tentacle to make Tentacle Bites target is restrained and demon doesn't attack with it. Instead at start of each of demon's turns each creature with tentacle attached loses 11 (2d6+4) hp due to blood loss and demon gains equal temp hp equal. Demon can add temp hp gained from this attack together and can add it to temp hp gained from Release Swarm. Demon's temp hp can't exceed half its hp max. Demon can detach one or both tentacles as a bonus action. A creature including target can use its action to detach demon's tentacle by succeeding on a DC 17 Str check." }, { "name": "Release Swarm (Recharge 5-6)", "desc": "Shakes loose dozens of leeches creating a leech swarm. Swarm acts as ally of demon and obeys its spoken commands. Swarm remains for 1 min until demon dies or until demon dismisses it as a bonus action. If demon is within 5 ft. of the swarm it can use its action to consume the swarm gaining temp hp equal to swarm's current hp. It can add temp hp gained this way with temp hp from Tentacle Bite. Demon's temp hp can't exceed half its hp max. Can have only one swarm active at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "Can breathe air and water." }, { "name": "Blood Sense", "desc": "Can pinpoint by scent the location of creatures that aren't Constructs or Undead within 30' of it." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 110, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_demon-leech/" }, { "slug": "elemental-rockslide", "desc": "", "name": "Elemental, Rockslide", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 22, "dexterity": 8, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60', tremorsense 30', passive Perception 10", "languages": "Terran", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "Three Slams or two Skipping Stones." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, 10 ft., one target, 15 (2d8+6) bludgeoning damage." }, { "name": "Skipping Stone", "desc": "Ranged Weapon Attack: +9 to hit 20/60' one target 15 (2d8+6) bludgeoning damage and the stone bounces to another creature within 10 ft. of target. That creature must make DC 16 Dex save or take 9 (2d8) bludgeoning damage." } ], "bonus_actions": [ { "name": "Nimble Separation", "desc": "Can briefly separate its components parts and take the Dash action. Opportunity attacks vs. it have disadvantage until start of its next turn." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If it moves 20'+ straight to foe and hits with Slam attack on same turn target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature it must make DC 16 Str save or be knocked prone. If the elemental used Nimble Separation before making this Slam attack the target has disadvantage on the save." }, { "name": "Elemental Nature", "desc": "Doesn't require air food drink or sleep." }, { "name": "Stone Camouflage", "desc": "Advantage on Dex (Stealth) checks made to hide in rocky terrain." } ], "spell_list": [], "page_no": 168, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_elemental-rockslide/" }, { "slug": "avalanche-screamer", "desc": "Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature._ \n**Primordial Beings.** Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. \n**Devious Hunter.** A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. \n**Summer Hibernation.** Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.", "name": "Avalanche Screamer", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "burrow": 20, "walk": 40, "climb": 30 }, "strength": 18, "dexterity": 9, "constitution": 19, "intelligence": 5, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "bludgeoning, thunder", "condition_immunities": "frightened, prone", "senses": "tremorsense 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The avalanche screamer makes three attacks: one with its bite and two with its legs." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Leg", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scream (Recharge 5-6)", "desc": "The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Snow Camouflage", "desc": "The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." } ], "spell_list": [], "page_no": 35, "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_avalanche-screamer/" }, { "slug": "cryoceros", "desc": "This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar._ \n**Elemental-Touched Rhino.** A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature’s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach. \n**Slow Metabolisms.** Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don’t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them. \n**Cantankerous Mounts.** Gentleness and a regular source of food temporarily earns the cryoceroses’ trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts.", "name": "Cryoceros", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 40 }, "strength": 19, "dexterity": 11, "constitution": 18, "intelligence": 3, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, cold", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "3d10+4" }, { "name": "Shards of Ice (Recharge 4-6)", "desc": "The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Snow Camouflage", "desc": "The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." }, { "name": "Trampling Charge", "desc": "If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action." } ], "spell_list": [], "page_no": 76, "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_cryoceros/" }, { "slug": "herald-of-slaughter", "desc": "The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._ \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities. \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods. \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.", "name": "Herald of Slaughter", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 19, "intelligence": 12, "wisdom": 12, "charisma": 18, "strength_save": 8, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 8, "perception": 5, "skills": { "athletics": 8, "deception": 8, "perception": 5, "persuasion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, slashing", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range." }, { "name": "Enkindle Hate", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.", "attack_bonus": 8, "damage_dice": "4d8" }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.", "attack_bonus": 8, "damage_dice": "2d10+4" }, { "name": "Cleaver", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrupting Aura", "desc": "The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active." }, { "name": "Magic Weapons", "desc": "The herald's weapon attacks are magical." }, { "name": "Shapechanger", "desc": "The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming" } ], "spell_list": [], "page_no": 198, "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_herald-of-slaughter/" }, { "slug": "thornheart-guardian", "desc": "A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._ \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License", "name": "Thornheart Guardian", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 30 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 7, "wisdom": 14, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip." }, { "name": "Barbed Greatsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage." }, { "name": "Thorny Whip", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.", "attack_bonus": 8, "damage_dice": "2d6+4" }, { "name": "Grasp of the Briar (Recharge 5-6)", "desc": "The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The thornheart guardian is immune to any spell or effect that would alter its form" }, { "name": "Magic Resistance", "desc": "The thornheart guardian has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The thornheart guardian's weapon attacks are magical" }, { "name": "Woodland Walk", "desc": "Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." } ], "spell_list": [], "page_no": 346, "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_thornheart-guardian/" }, { "slug": "tidehunter", "desc": "Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._ \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey. \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach. \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.", "name": "Tidehunter", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "swim": 40, "walk": 20 }, "strength": 19, "dexterity": 14, "constitution": 18, "intelligence": 5, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Net", "desc": "Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net." }, { "name": "Reel", "desc": "The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action." } ], "bonus_actions": null, "reactions": [ { "name": "Entangle Weapon", "desc": "When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The tidehunter can breathe air and water." }, { "name": "Net Maker", "desc": "With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets." }, { "name": "Underwater Camouflage", "desc": "The tidehunter has advantage on Dexterity (Stealth) checks made while underwater." } ], "spell_list": [], "page_no": 348, "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_tidehunter/" }, { "slug": "tormented-qiqirn", "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._ \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License", "name": "Tormented Qiqirn", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 50 }, "strength": 15, "dexterity": 18, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can’t speak, telepathy 60 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Spiteful Howl", "desc": "The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one." }, { "name": "Unnerving Whispers (Recharge 5-6)", "desc": "The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). 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": [ { "name": "Protective Spirits", "desc": "When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Pain", "desc": "At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll." }, { "name": "Keen Smell", "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours." } ], "spell_list": [], "page_no": 301, "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_tormented-qiqirn/" }, { "slug": "wraith-bear", "desc": "The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar._ \n**Corrupted Spirits.** Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally. \n**Forest Haunters.** If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds. \n**Restored by Archfey.** A wraith bear can be reinstated as a bear spirit by the touch of a fey lord or lady. Finding a fey lord or lady is difficult enough, but convincing it to take on such a task usually involves paying a heavy price. \n**Undead Nature.** A wraith bear doesn’t require air, food, drink, or sleep.", "name": "Wraith Bear", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 0, "hover": true, "fly": 60 }, "strength": 18, "dexterity": 16, "constitution": 18, "intelligence": 10, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "survival": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Life Drain", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 8, "damage_dice": "6d8+4" }, { "name": "Baleful Roar (Recharge 6)", "desc": "The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated 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": "Detect Relatives", "desc": "The wraith bear knows the direction to its nearest living relative on the same plane, but not the relative's exact location." }, { "name": "Draining Regeneration", "desc": "The wraith bear regains 10 hp at the start of its turn if it has at least 1 hp and there are living plants within 5 feet of it. When the wraith bear regains hp, all plant life within 5 feet of it dies, and it can't regain hp from those same plants again." }, { "name": "Incorporeal Movement", "desc": "The wraith bear 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." } ], "spell_list": [], "page_no": 375, "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_wraith-bear/" } ] }{ "count": 3207, "next": "