Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=-intelligence&page=10
https://api.open5e.com/monsters/?format=api&ordering=-intelligence&page=11", "previous": "https://api.open5e.com/monsters/?format=api&ordering=-intelligence&page=9", "results": [ { "slug": "gaunt-one", "desc": "This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._ \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones. \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums. \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.", "name": "Gaunt One", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 15, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands Undercommon but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+4" }, { "name": "Extract Heart", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing", "desc": "The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing." } ], "spell_list": [], "page_no": 163, "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_gaunt-one/" }, { "slug": "gorao-ka", "desc": "The wizened, doll-sized woman sits beside a small shrine of bonsai branches. She smiles and reaches into a full pouch, removing a gold coin. She passes the coin with an encouraging nod to the desperate-looking man kneeling before her._ \n**Small Gods of Substance.** Gorao-ka represent small fortunes of both a physical and spiritual nature. Their shrines can be erected anywhere, but they are commonly found in settlements and widely-traveled areas. Larger settlements have multiple shrines, sometimes one or more per neighborhood, each of which is associated with a different gorao-ka. \n**Gentle and Benevolent.** Gorao-ka have a kind look for every person that crosses their path. Each of them has a burning desire to assist people, and they grieve on the occasions that they can’t. The laws governing their kind forbid them from extending aid to someone that hasn’t made an offering at their shrine, though a gorao-ka accepts almost anything in tribute. \n**Thieves’ Bane.** Despite their generous natures, gorao-ka have no pity for those who steal from them. Fools who steal from gorao-ka swiftly discover their money inexplicably vanished, and can end up destitute if they don’t make reparations. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Gorao-Ka", "size": "Tiny", "type": "Fey", "subtype": "kami", "group": null, "alignment": "neutral good", "armor_class": 13, "armor_desc": "copper coat", "hit_points": 17, "hit_dice": "5d4+5", "speed": { "walk": 20 }, "strength": 13, "dexterity": 11, "constitution": 13, "intelligence": 15, "wisdom": 17, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Sack of Coins", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Find a Penny (Recharge 5-6)", "desc": "The gorao-ka throws a copper piece into a space within 5 feet of it. A creature that is not hostile to the gorao-ka that picks up the copper piece is blessed with good luck. At any point within the next 1 hour, the creature can roll a d6 and add the number rolled to one attack roll, ability check, or saving throw.\n\nAlternatively, the bearer of the coin can pass it to another creature of its choice. At any point within the next 8 hours, the new bearer of the coin can roll 2d6 and add the higher result to one attack roll, ability check, or saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fool's Gold", "desc": "If a creature steals one of the gorao-ka's money pouches, it loses 1d20 gp each time it finishes a long rest. A creature that steals more than one money pouch deducts an extra 1d20 gp for each additional stolen pouch. This effect ends when the thief freely gives double the amount of money it stole to another creature or organization. A gorao-ka carries 1d10 pouches, each containing 1d20 gp. If the gorao-ka is killed, all the gold in its pouches turns into worthless stones after 1 minute." }, { "name": "Silver Fountain", "desc": "When the gorao-ka is reduced to 0 hp, it explodes in a spray of silver pieces. Each creature within 5 feet of the gorao-ka that participated in killing it, such as by attacking it or casting a spell on it, must make a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage. The silver pieces disappear after 1 minute." } ], "spell_list": [], "page_no": 221, "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_gorao-ka/" }, { "slug": "hebi-doku", "desc": "A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._ \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents. \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts. \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Hebi-Doku", "size": "Medium", "type": "Fey", "subtype": "kami", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 123, "hit_dice": "13d8+65", "speed": { "climb": 40, "walk": 40 }, "strength": 17, "dexterity": 21, "constitution": 21, "intelligence": 15, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Disabling Sting", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Toxic Spittle", "desc": "Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 8, "damage_dice": "3d6" }, { "name": "Transfixing Rattle", "desc": "The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Serpentine Mind", "desc": "The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy." } ], "spell_list": [], "page_no": 222, "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_hebi-doku/" }, { "slug": "jack-of-strings", "desc": "Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance._ \n**Court Entertainers and Punishers.** A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals. \n**Uncanny Valley.** The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face. \n**Masters of Puppets.** Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.", "name": "Jack of Strings", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": null, "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 14, "dexterity": 19, "constitution": 17, "intelligence": 15, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 10, "performance": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical weapons not made with cold iron weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Sylvan, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The jack of strings makes two mocking slap attacks." }, { "name": "Mocking Slap", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage.", "attack_bonus": 7, "damage_dice": "2d6+3" }, { "name": "Animate Puppet", "desc": "The jack of strings animates up to three wooden puppets it can see within 60 feet of it. This works like the animate objects spell, except the wooden puppet uses the statistics of a Small object, regardless of the puppet's actual size. The jack can have no more than five puppets animated at one time." }, { "name": "Puppet Link", "desc": "One humanoid or beast the jack of strings can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or become magically linked to the jack's marionette. This link appears as a barely perceptible string between the jack's marionette and the target. A linked creature can repeat the saving throw at the end of each of its turns, ending the link on a success.\n\nWhile a target is linked, the jack of strings can use its reaction at the start of the target's turn to control the linked target. The jack of strings can make the target move, manipulate objects, attack, or take other purely physical actions. The jack can't make the target cast spells. While controlled, the target moves awkwardly and has disadvantage on attack rolls and ability checks. If the target receives a suicidal command from the jack of strings, it can repeat the saving throw, ending the effect on a success.\n\nThe jack of strings can have only one target linked at a time. If it links another, the effect on the previous target ends. If a creature dies while linked to the jack's marionette, the creature's body becomes a wooden puppet that resembles the creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The jack of strings has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 218, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_jack-of-strings/" }, { "slug": "liminal-drake", "desc": "A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void._ \n**Void Dragon Offspring.** When an Open Game License", "name": "Liminal Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": null, "hit_points": 204, "hit_dice": "24d10+72", "speed": { "fly": 80, "walk": 0, "hover": true }, "strength": 7, "dexterity": 24, "constitution": 16, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 9, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The liminal drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d10+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) cold damage.", "attack_bonus": 12, "damage_dice": "2d6+3" }, { "name": "Stellar Breath (Recharge 5-6)", "desc": "The drake exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) radiant damage on a failed save, and half as much damage on a successful one." }, { "name": "Warp Space", "desc": "The liminal drake can fold in on itself to travel to a different plane. This works like the plane shift spell, except the drake can only affect itself, not other creatures, and it can't use the effect to banish an unwilling creature to another plane." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The drake can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Nauseating Luminance", "desc": "When a creature that can see the drake starts its turn within 60 feet of the drake, the drake can force it to make a DC 16 Constitution saving throw if the drake isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drake until the start of its next turn, when it can avert its eyes again. If the creature looks at the drake in the meantime, it must immediately make the save." }, { "name": "Void Dweller", "desc": "When traveling through the void between stars, the liminal drake magically glides on solar winds, making the immense journey in an impossibly short time." } ], "spell_list": [], "page_no": 107, "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_liminal-drake/" }, { "slug": "minor-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Minor Malleable", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "climb": 30, "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 15, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 12", "languages": "all, telepathy 60 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Four minor malleables can join to create one moderate malleable. \n* Eight minor malleables can join to create one major malleable. \n* Sixteen minor malleables can join to create one massive malleable." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "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_minor-malleable/" }, { "slug": "salamander-monarch", "desc": "Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands._ \n**Salamander Kings and Queens.** Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and Open Game License", "name": "Salamander Monarch", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 30 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 9 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 12", "languages": "Abyssal, Ignan, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The salamander monarch makes two attacks: one with its trident and one with its tail." }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can't make tail attacks against other targets.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Immolating Crest (Recharge 6)", "desc": "The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Heated Weapons", "desc": "Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack)." }, { "name": "Inspiring Sovereign", "desc": "Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws." }, { "name": "Innate Spellcasting", "desc": "The salamander monarch's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n3/day: flaming sphere, heat metal\n1/day: conjure elemental (fire elemental only)" } ], "spell_list": [], "page_no": 311, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_salamander-monarch/" }, { "slug": "virtuoso-lich", "desc": "The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage._ \nA virtuoso lich is an artist whose love of art sustains it beyond death. \n**Birthed by Art.** A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery. \n**Beautiful Mien.** A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. \n**Undead Nature.** The virtuoso lich doesn’t require air, food, drink, or sleep. \n\n## A Virtuoso Lich’s Lair\n\n \nA virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row:\n* The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one.\n* The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round.\n* The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.", "name": "Virtuoso Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 15, "intelligence": 15, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 5, "skills": { "deception": 9, "perception": 5, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 15", "languages": "Common, plus up to two other languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The virtuoso lich uses its Corrupted Art. It then makes two Artistic Flourish attacks." }, { "name": "Artistic Flourish", "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) damage of the type chosen with the Versatile Artist trait.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Corrupted Art", "desc": "The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see within 60 feet. This action's effects change, depending on if the target is undead. \n* Non-Undead. The target must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. \n* Undead. The target regains 18 (4d8) hit points. Healing that exceeds the target's hp maximum becomes temporary hit points." }, { "name": "Call Muse", "desc": "The lich targets one humanoid or beast it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be charmed by the lich for 1 minute. The charmed target, the lich's “muse,” has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed.\n\nThe lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Artistic Flourish", "desc": "The lich makes one Artistic Flourish attack." }, { "name": "Move", "desc": "The lich moves up to its speed without provoking opportunity attacks." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The lich casts a spell from its list of prepared spells, using a spell slot as normal." }, { "name": "Unrestrained Art (Costs 3 Actions)", "desc": "The lich unleashes the full force of its artistic talents on those nearby. Each creature with 10 feet of the lich must make a DC 16 Dexterity saving throw. On a failure, a creature takes 18 (4d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the lich fails a saving throw, it can choose to succeed instead." }, { "name": "Rejuvenation", "desc": "If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery." }, { "name": "Turn Resistance", "desc": "The lich has advantage on saving throws against any effect that turns undead." }, { "name": "Versatile Artist", "desc": "At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage." }, { "name": "Spellcasting", "desc": "The virtuoso lich is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following bard spells prepared:\nCantrips (at will): mage hand, message, true strike, vicious mockery\n1st level (4 slots): bane, hideous laughter, thunderwave\n2nd level (3 slots): enthrall, hold person, invisibility, shatter\n3rd level (3 slots): dispel magic, fear, speak with dead\n4th level (3 slots): compulsion, confusion, dimension door\n5th level (2 slots): dominate person, mislead\n6th level (1 slot): irresistible dance, programmed illusion" } ], "spell_list": [], "page_no": 237, "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_virtuoso-lich/" }, { "slug": "alpha-yek", "desc": "", "name": "Alpha Yek", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 129, "hit_dice": "16d8+48", "speed": { "climb": 30, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 15, "wisdom": 13, "charisma": 10, "strength_save": 7, "dexterity_save": 7, "constitution_save": 7, "intelligence_save": 6, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The alpha yek makes one bite attack and two claw attacks. It can make a bone shard attack in place of a claw attack if it has a bone shard available.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "4d6+3", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage.", "name": "Bite" }, { "attack_bonus": 7, "damage_dice": "4d4+3", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage.", "name": "Claw" }, { "attack_bonus": 7, "damage_dice": "2d4+3", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage and the target must make a DC 17 Constitution saving throw. On a failure, a piece of the bone breaks and sticks in the target's wound. The target takes 5 (2d4) piercing damage at the start of each of its turns as long as the bone remains lodged in its wound. A creature, including the target, can take its action to remove the bone by succeeding on a DC 15 Wisdom (Medicine) check. The bone also falls out of the wound if the target receives magical healing \n\nA yek typically carries 3 (1d6) bone shards, which are destroyed on a successful hit. It can use its action to tear a bone shard from a corpse within 5 feet. Derro", "name": "Bone Shard" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The yek has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.", "name": "Pack Tactics" } ], "spell_list": [], "page_no": 14, "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_alpha-yek/" }, { "slug": "azeban", "desc": "", "name": "Azeban", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "climb": 30, "walk": 40 }, "strength": 16, "dexterity": 16, "constitution": 14, "intelligence": 15, "wisdom": 8, "charisma": 18, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 1, "charisma_save": null, "perception": 1, "skills": { "deception": 6, "perception": 1, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Elvish, Sylvan", "challenge_rating": "4", "cr": 4.0, "actions": [ { "desc": "The azeban makes two attacks: one with its bite and one with its claws.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "name": "Bite" }, { "attack_bonus": 5, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "name": "Claws" }, { "desc": "The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.", "name": "Ear-Splitting Yawp (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.", "name": "Elusive" }, { "desc": "The azeban has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, disguise self, faerie fire, minor illusion\n3/day each: creation, major image, mislead, seeming\n1/day each: mirage arcane, programmed illusion", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 44, "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_azeban/" }, { "slug": "fey-drake", "desc": "", "name": "Fey Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "fly": 80, "walk": 20 }, "strength": 6, "dexterity": 20, "constitution": 15, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "arcana": 5, "deception": 7, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Draconic, Sylvan, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The fey drake makes three bite attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d4+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.", "name": "Bite" }, { "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.", "name": "Bewildering Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The fey drake has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.", "name": "Superior Invisibility" }, { "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 130, "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_fey-drake/" }, { "slug": "greater-rakshasa", "desc": "", "name": "Greater Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 40 }, "strength": 14, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "15", "cr": 15.0, "actions": [ { "desc": "The greater rakshasa makes two claw attacks.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "2d6+2", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.", "name": "Claw" }, { "desc": "The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Harrowing Visions (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The greater rakshasa makes one claw attack.", "name": "Claw Attack" }, { "desc": "The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.", "name": "Misleading Escape (Costs 2 Actions)" }, { "desc": "The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.", "name": "Cast a Spell (Costs 3 Actions)" } ], "special_abilities": [ { "desc": "The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.", "name": "Limited Magic Immunity" }, { "desc": "When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.", "name": "Puppet Master" }, { "desc": "The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_greater-rakshasa/" }, { "slug": "karakura", "desc": "", "name": "Karakura", "size": "Medium", "type": "Fiend", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "17d8", "speed": { "fly": 40, "walk": 30 }, "strength": 7, "dexterity": 18, "constitution": 11, "intelligence": 15, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 4, "skills": { "deception": 8, "perception": 4, "persuasion": 8, "stealth": 7 }, "damage_vulnerabilities": "radiant", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Abyssal, Common, Infernal, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "name": "Claw" }, { "desc": "One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. \n\nThe karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.", "name": "Charm" }, { "desc": "Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. \n\nThe karakura can have only one target in its shroud at a time. It can release a target as a bonus action. \n\nWhile in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.", "name": "Shroud in Darkness (Recharge 5-6)" }, { "desc": "The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.", "name": "Shadow Walk" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.", "name": "Night Walkers" }, { "desc": "The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics 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": "Shapechanger" }, { "desc": "The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.", "name": "Telepathic Bond" } ], "spell_list": [], "page_no": 235, "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_karakura/" }, { "slug": "ouroboros", "desc": "", "name": "Ouroboros", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "9d12+36", "speed": { "fly": 80, "walk": 40 }, "strength": 21, "dexterity": 11, "constitution": 19, "intelligence": 15, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 4, "perception": 7, "skills": { "arcana": 8, "history": 8, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 17", "languages": "all", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The ouroboros can use its Introspective Presence. It then makes two bite attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d10+5", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.", "name": "Bite" }, { "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be incapacitated for 1 minute as the creature is overcome by introspective thoughts. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Introspective Presence for the next 24 hours.", "name": "Introspective Presence" }, { "desc": "The ouroboros exhales energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage on a failed save, or half as much damage on a successful one. The damage is either acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. The dragon chooses the type of damage before exhaling.", "name": "Kaleidoscopic Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": [ { "desc": "When the dragon is hit with an attack, it gains resistance to damage of that type until the end of its next turn, including the damage from the attack that triggered this reaction.", "name": "Reactive Hide" } ], "legendary_desc": "The ouroboros 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 ouroboros regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The ouroboros makes one bite attack.", "name": "Bite Attack" }, { "desc": "The ouroboros blurs and shifts light around itself or another creature it can see within 60 feet of it. Attacks against the target have disadvantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.", "name": "Blurring Façade (Costs 2 Actions)" }, { "desc": "The ouroboros causes itself or another creature it can see within 60 feet of it to illuminate with white flame. Attacks against the target have advantage until the end of the ouroboros' next turn. The target can resist this effect with a successful DC 15 Wisdom saving throw.", "name": "Guiding Beacon (Costs 2 Actions)" } ], "special_abilities": [ { "desc": "When the ouroboros is slain, it is reborn in a burst of energy in a 300-foot radius from its body. Roll any die. On an even result, the energy causes plants to grow, and creatures in the area regain 22 (5d8) hp. On an odd result, creatures in the area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.", "name": "Energetic Rebirth" }, { "desc": "As a bonus action, the ouroboros gains immunity to one type of damage. It can change this immunity from one type to another as a bonus action.", "name": "Variegated Scales" } ], "spell_list": [], "page_no": 293, "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_ouroboros/" }, { "slug": "al-aeshma-genie", "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._ \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d10+90", "speed": { "hover": true, "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, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The al-Aeshma 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) necrotic damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Dust Devil", "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Hatred", "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents." }, { "name": "Bound", "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder." }, { "name": "Elemental Demise", "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying." }, { "name": "Ill Wind", "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action." }, { "name": "Innate Spellcasting", "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image" }, { "name": "Regeneration", "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 211, "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_al-aeshma-genie/" }, { "slug": "emerald-eye", "desc": "_Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes._ \n**Servants of Logic.** A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures. \n**Trapped Manipulators.** Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available. \n**Shifting Goals.** An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers. \nSmaller than a clenched fist, an emerald eye weighs at most half a pound. \n**Constructed Nature.** An emerald eye doesn’t require air, food, drink, or sleep.", "name": "Emerald Eye", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 54, "hit_dice": "12d4+24", "speed": { "hover": true, "walk": 0, "fly": 30 }, "strength": 3, "dexterity": 15, "constitution": 14, "intelligence": 15, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": 4, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 4, "arcana": 4, "deception": 5, "history": 4, "perception": 3, "persuasion": 5, "religion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; piercing damage", "damage_immunities": "poison", "condition_immunities": "blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious", "senses": "blindsight 60ft, passive Perception 13", "languages": "Common, Draconic, telepathy 250 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Slash", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "5d4" }, { "name": "Attraction (Recharge 5-6)", "desc": "An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect." }, { "name": "Bind (3/Day)", "desc": "The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result." }, { "name": "Telepathic Lash (3/Day)", "desc": "An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bound", "desc": "An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action." }, { "name": "Immutable Form", "desc": "The emerald eye is immune to any spell or effect that would alter its form." } ], "spell_list": [], "page_no": 175, "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_emerald-eye/" }, { "slug": "emerald-order-cult-leader", "desc": "", "name": "Emerald Order Cult Leader", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful neutral or evil", "armor_class": 14, "armor_desc": "breastplate", "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 10, "dexterity": 10, "constitution": 14, "intelligence": 15, "wisdom": 20, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 5, "perception": null, "skills": { "arcana": 5, "deception": 5, "history": 5, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "any three languages", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The Emerald Order cult leader makes one melee attack and casts a cantrip." }, { "name": "Mace", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": [ { "name": "Esoteric Vengeance", "desc": "As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Key of Prophecy", "desc": "The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks." }, { "name": "Innate Spellcasting", "desc": "the Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:\n\n2/day each: detect thoughts, dimension door, haste, slow\n\n1/day each: suggestion, teleport" }, { "name": "Spellcasting", "desc": "the Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): cure wounds, identify, guiding bolt\n\n2nd level (3 slots): lesser restoration, silence, spiritual weapon\n\n3rd level (3 slots): dispel magic, mass healing word, spirit guardians\n\n4th level (3 slots): banishment, death ward, guardian of faith\n\n5th level (2 slots): flame strike" } ], "spell_list": [], "page_no": 421, "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_emerald-order-cult-leader/" }, { "slug": "gilded-devil", "desc": "_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._ \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation. \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.", "name": "Gilded Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "coin mail", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 17, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": 6, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": null, "skills": { "deception": 9, "history": 5, "insight": 10, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60ft, passive Perception 14", "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The gilded devil makes two heavy flail attacks." }, { "name": "Heavy Flail (Scourge of Avarice)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d10+5" }, { "name": "Betrayal of Riches (Recharge 5-6)", "desc": "as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects" }, { "name": "Scorn Base Metals", "desc": "A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects." }, { "name": "Scourge of Avarice", "desc": "As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death." }, { "name": "Voracious Greed", "desc": "As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Liar's Largesse", "desc": "A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The gilded devil's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)" } ], "spell_list": [], "page_no": 106, "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_gilded-devil/" }, { "slug": "haugbui", "desc": "_A thick swirl of dust rises, settles, and forms the vague outline of a man—two points of yellow light shine where its eyes should be, staring malevolently._ \n**Mound Haunter.** A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse. \n**Milder Spirits.** Haugbuis are related to vaettir, but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated, and thus are viewed with greater tolerance by the living. \n**Scrye and Watch.** They prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability. \n**Undead Nature.** A haugbui doesn’t require air, food, drink, or sleep.", "name": "Haugbui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 18, "dexterity": 17, "constitution": 18, "intelligence": 15, "wisdom": 20, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "arcana": 7, "history": 7, "intimidation": 8, "perception": 10, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning, necrotic", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 20", "languages": "the languages it spoke in life; telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The haugbui makes two psychic claw attacks." }, { "name": "Psychic Claw", "desc": "Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.", "attack_bonus": 10, "damage_dice": "6d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nconstant: detect thoughts, invisibility, mage hand, scrying\n\nat will: dancing lights, druidcraft, mending, spare the dying\n\n7/day each: bane, create or destroy water, fog cloud, purify food and drink\n\n5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter\n\n3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis\n\n1/day each: blight, contagion, dream\n\n1/week each: geas, hallow" }, { "name": "Legendary Resistance (3/Day)", "desc": "If the haugbui fails a saving throw it can choose to succeed instead." }, { "name": "Sepulchral Scrying (1/Day)", "desc": "An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turn Resistance", "desc": "The haugbui has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 247, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_haugbui/" }, { "slug": "kishi-demon", "desc": "", "name": "Kishi Demon", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor, shield", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 50 }, "strength": 19, "dexterity": 20, "constitution": 19, "intelligence": 15, "wisdom": 11, "charisma": 22, "strength_save": null, "dexterity_save": 8, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "deception": 9, "perception": 3, "performance": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Celestial, Common, Draconic, Infernal, telepathy", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The demon makes one bite attack and three spear attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Two Heads", "desc": "The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." }, { "name": "Innate Spellcasting", "desc": "the demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion\n\n3/day: glibness\n\n1/day: dominate person" }, { "name": "Magic Resistance", "desc": "The demon has advantage on saving throws against spells and other magical effects." }, { "name": "Trophy Shield", "desc": "If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon." }, { "name": "Variant: Demon Summoning", "desc": "some kishi demons have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon" } ], "spell_list": [], "page_no": 77, "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_kishi-demon/" }, { "slug": "mask-wight", "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._ \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8+126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Common, Giant, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Enervating Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate" }, { "name": "Single-minded Purpose", "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself." } ], "spell_list": [], "page_no": 285, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mask-wight/" }, { "slug": "mordant-snare", "desc": "_Mordant snares were created by war mages of ancient times. Each resembles an immense, dark gray, 11-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a few humanoids shuffling about aimlessly, their skin glistening with moisture, occasionally forming loose groups near the snare. These puppets pay little attention to their surroundings._ \n**Starfish Puppet Masters.** Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate. \n**Brains Preferred.** The mordant snare prefers intelligent food. With its tremorsense, it can easily distinguish between prey; it prefers Small and Medium bipeds. A mordant snare hunts an area until it is empty, so a village can suffer tremendous losses or even be wiped out before discovering what’s happening. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home. \n**Cooperative Killers.** Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear forever—until then, they cooperate well with each other, using puppets to lure victims to one another. A team is much more dangerous than a lone snare, and when three or more link up, they are especially deadly.", "name": "Mordant Snare", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 264, "hit_dice": "16d20+96", "speed": { "walk": 10, "burrow": 20 }, "strength": 23, "dexterity": 16, "constitution": 22, "intelligence": 15, "wisdom": 14, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "prone", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 12", "languages": "Common, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn." }, { "name": "Spike", "desc": "Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.", "attack_bonus": 11, "damage_dice": "2d10" }, { "name": "Filaments", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.", "attack_bonus": 11, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The mordant snare has advantage on saving throws against spells and other magical effects." }, { "name": "Absorb Channeled Energy", "desc": "If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60." }, { "name": "Buried", "desc": "Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible." }, { "name": "Mordant Puppets", "desc": "A mordant snare can control up to four bodies per tentacle. These \"puppets\"look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage." } ], "spell_list": [], "page_no": 296, "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_mordant-snare/" }, { "slug": "naina", "desc": "_These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women._ \n**Drakes in Human Form.** These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely. \n**Difficult to Spot.** A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells. \n**Hunted by Rumor.** When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human.", "name": "Naina", "size": "Large", "type": "Dragon", "subtype": "shapechanger", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10+110", "speed": { "walk": 40, "fly": 120 }, "strength": 20, "dexterity": 16, "constitution": 21, "intelligence": 15, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": 6, "wisdom_save": 8, "charisma_save": 8, "perception": 8, "skills": { "arcana": 6, "deception": 8, "insight": 8, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Darakhul, Draconic, Elvish, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The naina makes two claw attacks and one bite attack." }, { "name": "Bite (drake form only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Claw (drake form only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas." }, { "name": "Poison", "desc": "A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends." }, { "name": "Paralysis", "desc": "A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis." }, { "name": "Sleep", "desc": "A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Sensitive", "desc": "The naina detects magic as if it were permanently under the effect of a detect magic spell." }, { "name": "Spellcasting", "desc": "the naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:\n\ncantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image\n\n1st level (4 slots): charm person, thunderwave, witch bolt\n\n2nd level (3 slots): darkness, invisibility, locate object\n\n3rd level (3 slots): dispel magic, hypnotic pattern\n\n4th level (3 slots): dimension door\n\n5th level (1 slot): dominate person" }, { "name": "Shapechanger", "desc": "The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form." } ], "spell_list": [], "page_no": 302, "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_naina/" }, { "slug": "scheznyki", "desc": "_These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats._ \n**Corrupted Dwarves.** Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings. \n**Magical Hats.** Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers, but the scheznykis fight hard to retrieve them. \n**Arcane Beards.** If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks. \nIf the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately.", "name": "Scheznyki", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d6+72", "speed": { "walk": 20, "climb": 15 }, "strength": 19, "dexterity": 15, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 16, "strength_save": 10, "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": "unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Darakhul, Elvish", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The scheznyki makes four war pick attacks or two hand crossbow attacks." }, { "name": "Heavy Pick", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Hand Crossbow", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)\n\n5/day each: magic missile, ray of enfeeblement, silent image\n\n3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web\n\n1/day each: dispel magic, dominate person, hold person" }, { "name": "Magic Resistance", "desc": "The scheznyki has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 339, "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_scheznyki/" }, { "slug": "xhkarsh", "desc": "_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._ \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality. \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know. \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.", "name": "Xhkarsh", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural and mystic armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 50, "climb": 30 }, "strength": 17, "dexterity": 21, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "insight": 6, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 16", "languages": "Common, Deep Speech, Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The xhkarsh makes two claw attacks and two stinger attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Seize Strand", "desc": "The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time." }, { "name": "Invisibility", "desc": "The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 412, "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_xhkarsh/" }, { "slug": "young-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Young Flame Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 15, "dexterity": 14, "constitution": 19, "intelligence": 15, "wisdom": 13, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 8, "perception": 9, "skills": { "deception": 8, "insight": 5, "perception": 9, "persuasion": 8, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30ft, darkvision 120ft, passive Perception 19", "languages": "Common, Draconic, Ignan, Giant, Infernal, Orc", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." } ], "spell_list": [], "page_no": 130, "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_young-flame-dragon/" }, { "slug": "young-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Young Sea Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 40, "fly": 80, "swim": 50 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 15, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 4, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 9, "skills": { "perception": 9, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 30 ft. darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures" } ], "spell_list": [], "page_no": 136, "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_young-sea-dragon/" }, { "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": "succubusincubus", "desc": "", "name": "Succubus/Incubus", "size": "Medium", "type": "Fiend", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 66, "hit_dice": "12d8+12", "speed": { "walk": 30, "fly": 60 }, "strength": 8, "dexterity": 17, "constitution": 13, "intelligence": 15, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 9, "insight": 5, "perception": 5, "persuasion": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Claw (Fiend Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Charm", "desc": "One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\nThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends." }, { "name": "Draining Kiss", "desc": "The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point 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 hit point maximum to 0.", "attack_bonus": 0, "damage_dice": "5d10", "damage_bonus": 5 }, { "name": "Etherealness", "desc": "The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Telepathic Bond", "desc": "The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence." }, { "name": "Shapechanger", "desc": "The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics 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." } ], "spell_list": [], "page_no": 349, "environments": [ "Any", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_succubusincubus/" }, { "slug": "master-assassin-a5e", "desc": "", "name": "Master Assassin", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 143, "hit_dice": "22d8+44", "speed": { "walk": 30 }, "strength": 20, "dexterity": 20, "constitution": 14, "intelligence": 15, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": 11, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "acrobatics": 11, "deception": 7, "perception": 7, "sleight": 0, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17", "languages": "any three", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The master assassin attacks twice." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success." }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success." } ], "bonus_actions": [ { "name": "Cunning Action", "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action." }, { "name": "Rapid Attack", "desc": "The assassin attacks with their shortsword." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Crossbow Expert", "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls." }, { "name": "Deadly Poison", "desc": "As part of making an attack, the master assassin can apply a deadly poison to their weapons (included below). The master assassin carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition." }, { "name": "Death Strike (1/Turn)", "desc": "When the master assassin scores a critical hit against a living creature that is surprised, that creature makes a DC 18 Constitution saving throw. On a failure, it is reduced to 0 hit points. The creature dies if it fails two death saves before it stabilizes." }, { "name": "Epic Assassinate", "desc": "During the first turn of combat, the master assassin has advantage on attack rolls against any creature that hasnt acted. Any hit the master assassin scores against a surprised creature is a critical hit, and every creature that can see the master assassins attack is rattled until the end of the master assassins next turn." }, { "name": "Evasion", "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure." }, { "name": "Sneak Attack (1/Turn)", "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack." } ], "spell_list": [], "page_no": 469, "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_master-assassin/" }, { "slug": "master-thief-a5e", "desc": "", "name": "Master Thief", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 143, "hit_dice": "22d8+44", "speed": { "walk": 30 }, "strength": 20, "dexterity": 20, "constitution": 14, "intelligence": 15, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": 11, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "acrobatics": 11, "deception": 7, "perception": 7, "sleight": 0, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 20 ft., darkvision 60 ft., passive Perception 17", "languages": "any three", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The master assassin attacks twice." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success." }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The target makes a DC 19 Constitution saving throw taking 17 (5d6) poison damage on a failure or half as much damage on a success." } ], "bonus_actions": [ { "name": "Cunning Action", "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action." }, { "name": "Rapid Attack", "desc": "The assassin attacks with their shortsword." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Crossbow Expert", "desc": "The master assassin ignores the loading quality of light crossbows, and being within 5 feet of a hostile creature doesnt impose disadvantage on the master assassins ranged attack rolls." }, { "name": "Deadly Poison", "desc": "As part of making an attack, the master thief can apply a deadly poison to their weapons (included below). The master thief carries 3 doses of this poison. A single dose can coat two melee weapons or up to 10 pieces of ammunition. A creature reduced to 0 hit points by their poison damage is stable but unconscious for 1 hour" }, { "name": "Evasion", "desc": "When the master assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure." }, { "name": "Sneak Attack (1/Turn)", "desc": "The master assassin deals an extra 28 (8d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the master assassins target is within 5 feet of an ally of the master assassin while the master assassin doesnt have disadvantage on the attack." }, { "name": "Cunning Celerity", "desc": "The master thief takes two bonus actions on each of their turns." } ], "spell_list": [], "page_no": 469, "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_master-thief/" }, { "slug": "al-aeshmagenie-tob1-2023", "desc": "False", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 149, "hit_dice": "13d10 + 78", "speed": { "walk": 90, "fly": 30 }, "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": 13, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "lightning, thunder", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage." }, { "name": "Dust Devil", "desc": "The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 17 Strength saving throw or be restrained. While restrained, a creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a restrained creature, can take an action to free the restrained creature by succeeding on a DC 17 Strength check." }, { "name": "Spellcasting", "desc": "The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect magic\n3/day each: create or destroy water (destroy only), wind walk (as an action)\n1/day each: gaseous form, invisibility" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Air Hatred", "desc": "The al-aeshma has advantage on attack rolls against creatures that are flying." }, { "name": "Earth Bound", "desc": "The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground." }, { "name": "Elemental Demise", "desc": "When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying." }, { "name": "Regeneration", "desc": "The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al-aeshma dies only if it starts its turn at 0 hp and doesn't regenerate." } ], "spell_list": [], "page_no": 197, "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_al-aeshma-genie/" }, { "slug": "emeraldordercultleader-tob1-2023", "desc": "False", "name": "Emerald Order Cult Leader", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Lawful Neutral or Lawful Evil", "armor_class": 15, "armor_desc": "Divine Blessing", "hit_points": 156, "hit_dice": "24d8 + 48", "speed": { "walk": 30 }, "strength": 14, "dexterity": 10, "constitution": 14, "intelligence": 15, "wisdom": 20, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 5, "perception": 15, "skills": { "Arcana": 5, "Deception": 5, "History": 5, "Religion": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 15", "languages": "any three languages", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Mace", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) radiant damage." }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) radiant damage." }, { "name": "Spellcasting", "desc": "The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):\nAt will: command, light, thaumaturgy\n3/day each: detect thoughts, dimension door, silence, slow\n1/day each: divination, freedom of movement" } ], "bonus_actions": [], "reactions": [ { "name": "Esoteric Vengeance", "desc": "When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 (2d6) psychic damage." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blessed Weapons", "desc": "The cult leader's weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack)." }, { "name": "Divine Blessing", "desc": "While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being charmed or frightened." }, { "name": "Prophetic Tactics", "desc": "The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader's next turn." } ], "spell_list": [], "page_no": 410, "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_emerald-order-cult-leader/" }, { "slug": "gildeddevil-tob1-2023", "desc": "False", "name": "Gilded Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8 + 45", "speed": { "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 17, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": 14, "skills": { "Deception": 9, "History": 5, "Insight": 7, "Persuasion": 9, "Sleight of Hand": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks." }, { "name": "Golden Flail", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) fire damage." }, { "name": "Teleport (Recharge 4-6)", "desc": "The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Voracious Greed", "desc": "The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption." }, { "name": "Spellcasting", "desc": "The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: alter self, detect thoughts, suggestion\n3/day each: charm person, scrying" } ], "bonus_actions": [ { "name": "Betrayal of Riches (Recharge 4-6)", "desc": "One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the gilded devil's darkvision." }, { "name": "Golden Flail", "desc": "The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action." }, { "name": "Liar's Largesse", "desc": "If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities." }, { "name": "Magic Resistance", "desc": "The gilded devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 95, "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_gilded-devil/" }, { "slug": "haugbui-tob1-2023", "desc": "False", "name": "Haugbui", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 15, "armor_desc": "", "hit_points": 153, "hit_dice": "18d8 + 72", "speed": { "walk": 40 }, "strength": 18, "dexterity": 20, "constitution": 18, "intelligence": 15, "wisdom": 20, "charisma": 16, "strength_save": null, "dexterity_save": 10, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 20, "skills": { "Arcana": 7, "History": 7, "Intimidation": 8, "Perception": 10, "Religion": 12 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, necrotic, thunder", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained", "senses": "truesight 60 ft., passive Perception 20", "languages": "the languages it knew in life, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Psychic Blast", "desc": "Melee or Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage." }, { "name": "Invisibility", "desc": "The haugbui magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the haugbui wears or carries is invisible with it." }, { "name": "Spellcasting", "desc": "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 18):\nAt will: dancing lights, mending, purify food and drink, spare the dying\n3/day each: gust of wind, telekinesis\n1/day each: dispel magic, remove curse" } ], "bonus_actions": [ { "name": "Sepulchral Scrying (Recharge 6)", "desc": "While within 1 mile of its burial mound, the haugbui creates an invisible sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is blinded and deafened with regard to its own senses. The sensor can be dispelled (DC 14)." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turn Resistance", "desc": "The haugbui has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "The hangbui doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 231, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_haugbui/" }, { "slug": "kishi-tob1-2023", "desc": "False", "name": "Kishi", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor, shield", "hit_points": 119, "hit_dice": "14d8 + 56", "speed": { "walk": 50 }, "strength": 19, "dexterity": 20, "constitution": 19, "intelligence": 15, "wisdom": 11, "charisma": 22, "strength_save": null, "dexterity_save": 8, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 13, "skills": { "Deception": 9, "Perception": 3, "Performance": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Abyssal, Celestial, Common, Draconic, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The kishi makes one Bite attack and two Spear attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) cold damage." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage." }, { "name": "Spellcasting", "desc": "The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, detect magic, suggestion\n3/day: glibness\n1/day: dominate person" } ], "bonus_actions": [ { "name": "Trophy Shield", "desc": "The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi." }, { "name": "Summon Demon (1/Day)", "desc": "The kishi demon magically calls 1d4 giant hyenas that are Fiends with the kishi's damage resistances and immunities. It has a 50 percent chance of calling one kishi demon instead. The called creatures arrive in 1d4 rounds, acting as allies of the kishi and obeying its telepathic commands. The creatures remain for 1 hour, until the kishi dies, or until the kishi dismisses them as a bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fiendish Weapons", "desc": "The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)." }, { "name": "Two Heads", "desc": "The kishi has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." }, { "name": "Magic Resistance", "desc": "The kishi has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 84, "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_kishi/" }, { "slug": "maskwight-tob1-2023", "desc": "False", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8 + 126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": 13, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Abyssal, Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage." }, { "name": "Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone." }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Necrotic Weapons", "desc": "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)." }, { "name": "Single-Minded Purpose", "desc": "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks." }, { "name": "Undead Nature", "desc": "The mask wight doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 264, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mask-wight/" }, { "slug": "mordantsnare-tob1-2023", "desc": "False", "name": "Mordant Snare", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 248, "hit_dice": "16d20 + 80", "speed": { "walk": 30, "burrow": 10 }, "strength": 23, "dexterity": 16, "constitution": 21, "intelligence": 15, "wisdom": 14, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Deception": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "prone", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 12", "languages": "Common, Primordial, telepathy 60 ft.", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mordant snare makes one Bite attack and four Tentacle attacks, or it makes four Acid Spike attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 18 (4d8) acid damage." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 18) if it is a Large or smaller creature. The mordant snare has eleven tentacles, each of which can grapple only one target." }, { "name": "Acid Spike", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 13 (3d8) acid damage." }, { "name": "Hidden Trap", "desc": "While underground, the mordant snare covers itself in dirt, sand, or other material and lurks just below the surface. The mordant snare is indistinguishable from the ground around it while motionless and covered in this way. When a creature enters the mordant snare's space, the snare can make one Tentacle attack against the creature as a reaction, removing the covering material." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The mordant snare has advantage on saving throws against spells and other magical effects." }, { "name": "Mordant Puppets", "desc": "A mordant snare can spend 8 hours draining a dead Humanoid of its fluids and internal organs, replacing them with the snare's acid and filaments. The Humanoid's body then becomes a puppet controlled by the snare. Mordant puppets share a telepathic link with the snare, and each puppet uses the statistics of a zombie. The puppets can't move more than 30 feet away from the snare. The mordant snare can have no more than twelve puppets under its control at one time." } ], "spell_list": [], "page_no": 276, "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_mordant-snare/" }, { "slug": "naina-tob1-2023", "desc": "False", "name": "Naina", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10 + 110", "speed": { "walk": 120, "fly": 40 }, "strength": 20, "dexterity": 16, "constitution": 21, "intelligence": 15, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 8, "perception": 18, "skills": { "Deception": 8, "Insight": 8, "Perception": 8, "Persuasion": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Draconic, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks." }, { "name": "Bite (True Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage." }, { "name": "Claw (True Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage." }, { "name": "Slam (Humanoid Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage." }, { "name": "Breath Weapons (Recharge 5-6, True Form Only)", "desc": "The naina uses one of the following breath weapons:" }, { "name": "Poison Breath", "desc": "The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Paralysis Breath", "desc": "The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Sleep Breath", "desc": "The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." }, { "name": "Spellcasting", "desc": "The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: charm person, dancing lights, silent image\n3/day each: dispel magic, hypnotic pattern, invisibility\n1/day each: dimension door, dominate person" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Sense Magic", "desc": "The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn't itself magical." } ], "spell_list": [], "page_no": 282, "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_naina/" }, { "slug": "scheznyki-tob1-2023", "desc": "False", "name": "Scheznyki", "size": "Small", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d6 + 72", "speed": { "walk": 40, "fly": 15 }, "strength": 19, "dexterity": 15, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 16, "strength_save": 7, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Dwarvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "War Pick", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage." }, { "name": "Arcane Bolt", "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) force damage." }, { "name": "Invisibility", "desc": "The scheznyki magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it." }, { "name": "Spellcasting", "desc": "The scheznyki casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, faerie fire\n3/day each: locate object, hideous laughter, ray of enfeeblement\n1/day each: dispel magic, hold person" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Beard Weakness", "desc": "A creature grappling the scheznyki can take its action to cut off the scheznyki's beard by succeeding on a DC 15 Strength check while holding an edged weapon. If its beard is cut off, the scheznyki can't use Spellcasting until its beard regrows." }, { "name": "Brute", "desc": "A melee weapon deals one extra die of its damage when the scheznyki hits with it (included in the attack)." }, { "name": "Magic Resistance", "desc": "The scheznyki has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 319, "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_scheznyki/" }, { "slug": "xhkarsh-tob1-2023", "desc": "False", "name": "Xhkarsh", "size": "Large", "type": "Aberration", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10 + 72", "speed": { "walk": 30 }, "strength": 17, "dexterity": 19, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 17, "skills": { "Insight": 7, "Perception": 7, "Stealth": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17", "languages": "Common, Deep Speech, Undercommon, telepathy 60 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage." }, { "name": "Fate-Altering Stinger", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a dispel evil and good spell or similar magic." }, { "name": "Invisibility", "desc": "The xhkarsh magically turns invisible until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is invisible with it." }, { "name": "Seize Strand", "desc": "One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the geas spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Corruption's Bond", "desc": "The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature's general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence." }, { "name": "Interdimensional Nature", "desc": "The xhkarsh doesn't require air, food, drink, sleep, or ambient pressure." } ], "spell_list": [], "page_no": 400, "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_xhkarsh/" }, { "slug": "youngflamedragon-tob1-2023", "desc": "False", "name": "Young Flame Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d10 + 80", "speed": { "walk": 80, "fly": 40 }, "strength": 15, "dexterity": 14, "constitution": 19, "intelligence": 15, "wisdom": 13, "charisma": 18, "strength_save": null, "dexterity_save": 5, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 7, "perception": 17, "skills": { "Deception": 7, "Perception": 7, "Persuasion": 7, "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic, Ignan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 7 (2d6) fire damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) 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": "Fire Incarnate", "desc": "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." }, { "name": "Heated Body", "desc": "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage." } ], "spell_list": [], "page_no": 119, "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_young-flame-dragon/" }, { "slug": "youngseadragon-tob1-2023", "desc": "False", "name": "Young Sea Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d10 + 80", "speed": { "walk": 50, "fly": 40 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 15, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 4, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 19, "skills": { "Perception": 9, "Stealth": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "False", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic, Primordial", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Fin attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage." }, { "name": "Fin", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." } ], "spell_list": [], "page_no": 127, "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_young-sea-dragon/" }, { "slug": "akanka", "desc": "", "name": "Akanka", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "", "hit_points": 45, "hit_dice": "7d8+14", "speed": { "walk": 40 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 15, "wisdom": 10, "charisma": 16, "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": "", "damage_immunities": "", "condition_immunities": "unconscious", "senses": "passive Perception 12", "languages": "Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "Uses Mirrored Carapace and then one Bite." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage and target: DC 12 Con save or fall unconscious 1 min. Target wakes up if it takes damage or if another creature takes an action to shake it awake." }, { "name": "Mirrored Carapace", "desc": "Projects illusory duplicate of itself that appears in its space. Each time creature targets it if attack result is below 15 targets duplicate instead and destroys duplicate. Duplicate can be destroyed only by attack that hits it. It ignores all other damage/effects. Creature is unaffected by this if it can't see if it relies on senses other than sight (ex: blindsight) or if it can perceive illusions as false as with truesight. It can't use this while in darkness." }, { "name": "Spellcasting", "desc": "Cha (DC 13) no material components: At will: minor illusion silent image3/day: major image1/day: hallucinatory terrain" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "Difficult surfaces even ceilings no ability check." }, { "name": "Web Sense", "desc": "While in contact with web it knows the exact location of any other creature in contact with the same web." }, { "name": "Web Walker", "desc": "Ignores move restrictions caused by webbing." } ], "spell_list": [], "page_no": 10, "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_akanka/" }, { "slug": "angel-haladron", "desc": "", "name": "Angel, Haladron", "size": "Tiny", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 28, "hit_dice": "8d4+8", "speed": { "walk": 0, "fly": 60 }, "strength": 13, "dexterity": 12, "constitution": 12, "intelligence": 15, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "", "condition_immunities": "exhaustion, poisoned, prone, unconscious", "senses": "darkvision 60', passive Perception 12", "languages": "Celestial, Common, telepathy 30'", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bolt of Law", "desc": "Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant + 4 (1d8) thunder." }, { "name": "Stitch (3/Day)", "desc": "The haladron repairs a single break or tear in an object it touches leaving no trace of the former damage. If the haladron uses this feature on a creature the creature regains 3 (1d6) hp." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The haladron doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Immutable Form", "desc": "Immune: form-altering spells/effects." } ], "spell_list": [], "page_no": 23, "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-haladron/" }, { "slug": "animal-lord-mammoth-queen", "desc": "", "name": "Animal Lord, Mammoth Queen", "size": "Huge", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 250, "hit_dice": "20d12+120", "speed": { "walk": 40 }, "strength": 25, "dexterity": 10, "constitution": 22, "intelligence": 15, "wisdom": 18, "charisma": 19, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 1, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "nonmagic B/P/S attacks", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, frightened, incapacitated, poisoned, stunned", "senses": "truesight 120', passive Perception 20", "languages": "all, telepathy 120'", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "Three Battleaxes or two Gores or she makes one Gore and one Stomp. She can replace one attack with one Trunk or Trunk Slam." }, { "name": "Battleaxe (Humanoid or True Form)", "desc": "Melee Weapon Attack: +13 to hit, 10 ft., one target, 20 (3d8+7) slashing damage or 23 (3d10+7) slashing damage if used with two hands." }, { "name": "Gore (Elephantine or True Form)", "desc": "Melee Weapon Attack: +13 to hit, 10 ft., one target, 34 (6d8+7) piercing damage." }, { "name": "Trunk Slam", "desc": "One up to Large object held/creature grappled by her is slammed to ground or flung. Creature slammed: 27 (5d10) bludgeoning damage (DC 20 Con half). This doesn't end grappled condition on target. Creature flung: thrown up to 60' in random direction and knocked prone. If thrown creature strikes solid surface target: 3 (1d6) bludgeoning damage per 10 ft. thrown. If target is thrown at another creature that creature: DC 19 Dex save or take same damage and knocked prone." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Transforms into Gargantuan oliphaunt (see Creature Codex) a Huge mammoth a Med female human with thick brown hair tied back in a braid or back into her true Huge elephant-headed humanoid form. Her stats other than size are the same in each form. Any items worn/carried transform with her." } ], "reactions": [ { "name": "Catch Weapon (Elephantine or True Form)", "desc": "When hit by a melee weapon attack she can reduce the damage by 1d10+17. If this reduces damage to 0 queen can catch the weapon with her trunk if she is not using it to grapple a creature. If Queen catches a weapon in this way she must make a Str (Athletics) check contested by attacker's Str (Athletics) or Dex (Acrobatics) check (target chooses). Queen has disadvantage on the check if wielder is holding item with 2+ hands. If she wins she disarms creature and can throw the weapon up to 60' in a random direction as part of the same reaction." } ], "legendary_desc": "", "legendary_actions": [ { "name": "Regenerative Hide", "desc": "Regains 15 hp. She can't use this legendary action again until the end of her next turn. " }, { "name": "Trunk", "desc": "Makes one Trunk attack." }, { "name": "Shoving Stampede (2)", "desc": "Charges becoming unstoppable stampede in line up to 80' long × 15 ft. wide. All in line: 14 (4d6) bludgeoning damage and pushed up to 15 ft. away and knocked prone (DC 20 Dex half not pushed/prone). Queen's move along this line doesn't provoke opportunity attacks." }, { "name": "Queen's Trumpet (3)", "desc": "Emits loud trumpeting audible to 300'. Chooses up to 3 creatures that can hear trumpet. If target is friendly has advantage on its next attack roll ability check or save. If hostile: DC 20 Wis save or frightened til end of its next turn." } ], "special_abilities": [ { "name": "Elephantine Passivism", "desc": "No elephant mammoth or other elephantine creature can willingly attack her. Can be forced to do so magically." }, { "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": "Rejuvenation", "desc": "If she dies soul reforms on Astral Plane. In 1d6 days it inhabits body of another elephantine creature on Material Plane which becomes the Queen with all hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this." }, { "name": "Speak with Elephantines", "desc": "Communicate with any elephant mammoth or other elephantine creature as if they shared a language." }, { "name": "Trampling Charge", "desc": "If she moves 20'+ straight to creature and then hits it with Gore on same turn target knocked prone (DC 20 Str negates). If target is prone queen can make one Stomp vs. it as a bonus action." }, { "name": "Stomp (Elephantine or True Form)", "desc": "Melee Weapon Attack: +13 to hit, 5 ft., one target, 34 (5d10+7) bludgeoning damage." }, { "name": "Trunk (Elephantine or True Form)", "desc": "Melee Weapon Attack: +13 to hit, 15 ft., one creature,. Target is grappled (escape DC 19) if it is a Large or smaller creature. Until grapple ends target restrained queen can't use Trunk on another." }, { "name": "Tusk Sweep (Elephantine or True Form Recharge 5-6)", "desc": "Channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15 ft. cube: 35 (10d6) bludgeoning damage and is pushed up to 15 ft. away from the queen (DC 20 Dex half damage and isn't pushed away)." } ], "spell_list": [], "page_no": 32, "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_animal-lord-mammoth-queen/" }, { "slug": "dwarf-firecracker", "desc": "", "name": "Dwarf, Firecracker", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 14, "armor_desc": "scale mail", "hit_points": 68, "hit_dice": "8d8 +32", "speed": { "walk": 25 }, "strength": 17, "dexterity": 10, "constitution": 18, "intelligence": 15, "wisdom": 9, "charisma": 10, "strength_save": null, "dexterity_save": 2, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": -1, "skills": { "perception": -1 }, "damage_vulnerabilities": "", "damage_resistances": "fire, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 9", "languages": "Common, Dwarvish", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "Two Wrecking Maul or Fire Blast attacks." }, { "name": "Wrecking Maul", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 3 (1d6) fire. The target must make DC 13 Str save or be pushed up to 15 ft. away from the firecracker and knocked prone." }, { "name": "Fire Blast", "desc": "Ranged Spell Attack: +4 to hit, 60 ft., one target, 12 (3d6+2) fire." }, { "name": "Combustion Wave (Recharge 5-6)", "desc": "The firecracker slams its massive hammer into the ground battering itself and its foes with fiery shockwave. Each creature within 20' of the firecracker including itself must make a DC 13 Con save taking 10 (3d6) fire and 10 (3d6) thunder on a failed save or half damage if made. Creatures behind cover have advantage on the save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dwarven Fleet Foot", "desc": "When the firecracker takes fire its speed increases by 10 ft. until the end of its next turn. In addition it can immediately reroll its initiative and choose to change its place in the initiative order in subsequent rounds to the result." }, { "name": "Siege Monster", "desc": "Double damage to objects/structures." } ], "spell_list": [], "page_no": 165, "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_dwarf-firecracker/" }, { "slug": "giant-lantern", "desc": "", "name": "Giant, Lantern", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "walk": 40, "swim": 60 }, "strength": 26, "dexterity": 12, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 1, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "blinded", "senses": "blindsight 120' (blind beyond), passive Perception 17", "languages": "Common, Giant, Primordial", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Three Tridents. Can replace one with Spellcasting." }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +12 to hit 10 ft. or range 20/60' 1 target. 18 (3d6+8) piercing damage or 21 (3d8+8) piercing damage if used with two hands to make a melee attack." }, { "name": "Crush of the Deep (Recharge 5-6)", "desc": "Summons pressure of ocean depths in 40' cube of water centered on point it can see within 120' of it. Each creature in cube: 44 (8d10) bludgeoning damage (DC 17 Con half)." }, { "name": "Spellcasting", "desc": "Cha (DC 15) no material components:At will: detect magic identify (as an action)3/day ea: control water freedom of movement water breathing" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Amphibiousness", "desc": "Can breathe air and water but it needs to be submerged at least once every 4 hrs to avoid suffocating." }, { "name": "Hypnotic Luminescence", "desc": "Tendril on giant's head sheds bright light in 60' radius and dim light extra 60'. When creature that can see the light starts its turn within 60' of giant creature charmed 24 hrs (DC 18 Cha negates) regarding giant as friendly acquaintance. If giant or one of its allies harms charmed creature this effect ends. If save succeeds/effect ends for it creature immune to giant's Hypnotic Luminescence for next 24 hrs. At start of its turn lantern giant chooses whether this light is active." }, { "name": "Speak with Aquatic Creatures", "desc": "Communicate with Monstrosities and Beasts that have a swim speed as if they shared a language." } ], "spell_list": [], "page_no": 204, "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_giant-lantern/" }, { "slug": "npc:-first-servant", "desc": "", "name": "Npc: First Servant", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 17, "armor_desc": "Armor of Foresight", "hit_points": 162, "hit_dice": "25d8+50", "speed": { "walk": 30 }, "strength": 12, "dexterity": 15, "constitution": 14, "intelligence": 15, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 8, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 19", "languages": "any three languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Uses its Awe-Inspiring Presence. Then 3 Divine Bursts or 1 Blinding Rod and 2 Divine Bursts. It can replace one attack with Spellcasting." }, { "name": "Blinding Rod", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d6+1) bludgeoning damage + 13 (3d8) necrotic or radiant (the first servant's choice) and target must make DC 17 Con save or be blinded and deafened until end of its next turn." }, { "name": "Divine Burst", "desc": "Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) necrotic or radiant (the first servant's choice)." }, { "name": "Awe-Inspiring Presence", "desc": "Each creature of servant's choice within 30' of it and aware of it: DC 17 Wis save or unable to use bonus actions or reactions until start of servant's next turn." }, { "name": "Spellcasting", "desc": "Wis (DC 17): At will: bane protection from evil and good spare the dying thaumaturgy3/day ea: cure wounds (level 5) dispel evil and good divination speak with dead1/day ea: commune (as an action) holy aura resurrection" } ], "bonus_actions": [ { "name": "Healing Hands (Recharge 5-6)", "desc": "Touches a creature within 5 ft. of it: creature regains 14 (4d6) hp." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Armor of Foresight", "desc": "While it is wearing no armor and wielding no shield its AC includes its Dex and Wis modifiers (included above)." }, { "name": "Divine Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 3d8 necrotic or radiant (included below) servant's choice." } ], "spell_list": [], "page_no": 407, "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_npc-first-servant/" }, { "slug": "pescavitus", "desc": "", "name": "Pescavitus", "size": "Small", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 13, "armor_desc": "", "hit_points": 44, "hit_dice": "8d6+16", "speed": { "walk": 0, "swim": 60 }, "strength": 12, "dexterity": 17, "constitution": 15, "intelligence": 15, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 5, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120', passive Perception 10 ", "languages": "Celestial, telepathy 60'", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 5 (2d4) radiant." }, { "name": "Air Bubble (Recharge: Short/Long Rest)", "desc": "Creates an air bubble around the heads of any number of creatures that are touching it. A creature that benefits from an air bubble can breathe underwater and gains swim speed of 20' if it doesn't already have a swim speed. The air bubbles hold enough air for 24 hrs of breathing divided by number of breathing creatures that received an air bubble." }, { "name": "Healing Touch (3/Day)", "desc": "Touches another creature. Target magically regains 5 (1d8+1) hp and is freed from any disease poison blindness or deafness." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Celestial Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon does extra 2d4 radiant (included below)." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Piscine Curse", "desc": "When a creature reduces the pescavitus to 0 hp that creature is cursed for 5 days (DC 13 Cha negates). Cursed creature can be detected as a fiend with spells such as detect evil and good. In addition for the duration cursed creature gains only half the benefit of magic that restores hp and gains no benefits from finishing a long rest. A creature that consumes any amount of the flesh of a pescavitus is automatically cursed. Curse can be lifted by a remove curse spell or similar magic." }, { "name": "Water Breathing", "desc": "Can breathe only underwater." } ], "spell_list": [], "page_no": 315, "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_pescavitus/" } ] }{ "count": 3207, "next": "