Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=constitution&page=41
https://api.open5e.com/monsters/?format=api&ordering=constitution&page=42", "previous": "https://api.open5e.com/monsters/?format=api&ordering=constitution&page=40", "results": [ { "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": "knight-ab-errant", "desc": "A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch. Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame._ \nOnce ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world. \n**Revised Beyond Recognition.** Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers— and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizard’s experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves. \n**Born of Boons.** Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting.", "name": "Knight Ab-errant", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 14, "armor_desc": "armor scraps", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 30 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": 7, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 4 }, "damage_vulnerabilities": "psychic", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "any one language (usually Common)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The knight ab-errant makes two melee attacks: one with its sweeping maul and one with its fist." }, { "name": "Sweeping Maul", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d6+4" }, { "name": "Fist", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d4+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bigger They Are", "desc": "Once per turn, when the knight ab-errant hits a creature that is Medium or smaller with a melee weapon, it can deal one extra die of damage." }, { "name": "Harder They Fall", "desc": "When the knight ab-errant takes damage from a critical hit, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone." }, { "name": "Magic Resistance", "desc": "The knight ab-errant has advantage on saving throws against spells and other magical effects." }, { "name": "Reckless", "desc": "At the start of its turn, the knight ab-errant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it also have advantage until the start of its next turn." } ], "spell_list": [], "page_no": 231, "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_knight-ab-errant/" }, { "slug": "lambent-witchfyre", "desc": "A creature of pure blue fire trickles across the cavern floor, burning and devouring all except the stone._ \nThough its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. \n**Arcane or Alien Origins.** The lambent witchfyre’s exact origins are unknown. Some sages speculate that it was an early attempt by a wizard to infuse life on the Material Plane with elemental essence. Others theorize it is the disastrous byproduct of spell experimentation on an extra-planar creature. Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. \n**Reproduction.** When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent’s hit points. The offspring then go their separate ways, seeking more life to devour", "name": "Lambent Witchfyre", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 20 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 2, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The lambent witchfyre makes three blazing touch attacks." }, { "name": "Blazing Touch", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. If a creature is slain by this attack, the lambent witchfyre regains hp equal to the damage dealt. The body of a creature slain by this attack turns to ash, along with any nonmagical items it was wearing or carrying. The creature can be restored to life only by means of a resurrection or wish spell.", "attack_bonus": 6, "damage_dice": "3d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Absorption", "desc": "Whenever the lambent witchfyre is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt." }, { "name": "Fire Form", "desc": "The lambent witchfyre can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the lambent witchfyre or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the lambent witchfyre can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The lambent witchfyre sheds bright light in a 30-foot radius and dim light for an additional 30 feet." } ], "spell_list": [], "page_no": 234, "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_lambent-witchfyre/" }, { "slug": "major-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": "Major Malleable", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 218, "hit_dice": "23d12+69", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 8, "constitution": 17, "intelligence": 19, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 7, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 13", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The malleable makes three flesh tendril attacks." }, { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) 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 one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major 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." }, { "name": "Separate Malleables", "desc": "The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable." } ], "bonus_actions": null, "reactions": [ { "name": "Sudden Separation", "desc": "When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Absorb Malleable", "desc": "As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable." }, { "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_major-malleable/" }, { "slug": "mead-archon", "desc": "An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn._ \nMead archons are the emissaries of deities who enjoy battle and strong drink. \n**Fight Hard, Party Harder.** Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. \n**Divine Trainers.** When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. \n**Immortal Nature.** The mead archon doesn’t require food, drink, or sleep.", "name": "Mead Archon", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30, "fly": 60 }, "strength": 20, "dexterity": 16, "constitution": 17, "intelligence": 14, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": { "athletics": 7 }, "damage_vulnerabilities": "", "damage_resistances": "poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "all, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack." }, { "name": "Maul", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+5" }, { "name": "Radiant Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Drunken Touch", "desc": "The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success." }, { "name": "Create Potion of Healing (1/Day)", "desc": "The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form." }, { "name": "Divine Guzzle (Recharge 4-6)", "desc": "The mead archon drinks a pint of alcohol and chooses one of the following effects: \n* The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n* The archon has advantage on attack rolls and saving throws until the end of its next turn. \n* The archon regains 10 hit points." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The mead archon has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The mead archon's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth" } ], "spell_list": [], "page_no": 18, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_mead-archon/" }, { "slug": "mountain-strider", "desc": "These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats._ \n**Dwellers of Mountains.** Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization. \n**Communal.** Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other. \n**Bleating Communication.** The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage.", "name": "Mountain Strider", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 12, "armor_desc": null, "hit_points": 34, "hit_dice": "4d10+12", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 14, "constitution": 17, "intelligence": 8, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Headbutt", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Thunderous Bleat (Recharge 6)", "desc": "The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Revenge for the Fallen", "desc": "When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone." }, { "name": "Sure-Footed", "desc": "The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone." } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_mountain-strider/" }, { "slug": "naizu-ha", "desc": "The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible._ \n**Daggers Personified.** The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets. \n**Impartial Betrayers.** A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor. \n**Bloody Biers.** To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Naizu-Ha", "size": "Small", "type": "Fey", "subtype": "kami", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 117, "hit_dice": "18d6+54", "speed": { "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 17, "intelligence": 13, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "blinded, grappled", "senses": "passive Perception 10", "languages": "Common, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage." }, { "name": "Scissor Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Scythe Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Dagger Legs", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blunting Ambiance", "desc": "Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result." }, { "name": "Dagger Form (1/Day)", "desc": "As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw." }, { "name": "Spider Climb", "desc": "The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Tripping Charge", "desc": "If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action." } ], "spell_list": [], "page_no": 223, "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_naizu-ha/" }, { "slug": "ogrepede", "desc": "The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._ \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack. \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults. \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties. \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable. \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.", "name": "Ogrepede", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d12+45", "speed": { "walk": 40, "climb": 20 }, "strength": 21, "dexterity": 9, "constitution": 17, "intelligence": 5, "wisdom": 5, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 0, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned, prone", "senses": "darkvision 90 ft., passive Perception 7", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The ogrepede makes two attacks: one with its bite and one with its slam." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.", "attack_bonus": 8, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Haphazard Charge", "desc": "If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn." }, { "name": "Overwhelming Assault", "desc": "When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ogrepede's Overwhelming Assault for the next 24 hours." } ], "spell_list": [], "page_no": 275, "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_ogrepede/" }, { "slug": "one-horned-ogre", "desc": "This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance._ \n**Ogre Royalty.** A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like Open Game License", "name": "One-Horned Ogre", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 14, "armor_desc": "scale mail", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 40 }, "strength": 21, "dexterity": 10, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "intimidation": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "4d6+5" }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Fiendish Horn Blast", "desc": "The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre's horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn't suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magical Horn", "desc": "The power of the one-horned ogre comes from its horn. If the horn is ever removed, the one-horned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (-1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost." }, { "name": "Ruthless Weapons", "desc": "When the one-horned ogre hits a blinded, charmed, or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage." }, { "name": "Innate Spellcasting", "desc": "The one-horned ogre's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n2/day each: darkness, misty step, suggestion\n1/day each: fear" } ], "spell_list": [], "page_no": 274, "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_one-horned-ogre/" }, { "slug": "pale-screamer", "desc": "This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._ \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions. \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License", "name": "Pale Screamer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d8+21", "speed": { "swim": 30, "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 17, "intelligence": 7, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, cold, force", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 13", "languages": "Deep Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Scream of the Deep (Recharge 6)", "desc": "The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The pale screamer can breathe air and water." } ], "spell_list": [], "page_no": 290, "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_pale-screamer/" }, { "slug": "plague-spirit", "desc": "A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._ \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead. \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life. \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.", "name": "Plague Spirit", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": null, "hit_points": 150, "hit_dice": "20d8+60", "speed": { "walk": 40 }, "strength": 10, "dexterity": 18, "constitution": 17, "intelligence": 2, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, diseased, exhaustion, frightened, poisoned, unconscious", "senses": "darkvision 120 ft., passive Perception 14", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The plague spirit makes three attacks: one with its enfeebling touch and two with its censer." }, { "name": "Censer", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d8+4" }, { "name": "Enfeebling Touch", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.", "attack_bonus": 8, "damage_dice": "4d6" }, { "name": "Dance of Death (Recharge 5-6)", "desc": "The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Decrepit Mist", "desc": "A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs." }, { "name": "Hunter of the Living", "desc": "The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it." } ], "spell_list": [], "page_no": 296, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_plague-spirit/" }, { "slug": "quickserpent", "desc": "Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs._ \n**Earth Elemental Ancestry.** Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of \n**Earth.** The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results. \n**Ambusher from Below.** A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey’s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand.", "name": "Quickserpent", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "burrow": 20, "climb": 20, "walk": 40 }, "strength": 20, "dexterity": 12, "constitution": 17, "intelligence": 5, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "tremorsense 60 ft., passive Perception 12", "languages": "understands Terran but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d6+5" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the creature is restrained, and the quickserpent can't constrict another target.", "attack_bonus": 7, "damage_dice": "2d8+5" }, { "name": "Quicksand Pit (Recharge 5-6)", "desc": "The quickserpent turns a 10-foot cube of natural mud or loose stone into a pit of quicksand. Each creature in the area when the quickserpent creates the pit must succeed on a DC 15 Dexterity saving throw or sink 1d4 feet into the quicksand and become restrained. A creature that successfully saves moves to the pit's edge as it is formed. A creature that enters the quicksand for the first time on a turn or starts its turn in the quicksand it sinks 1d4 feet and is restrained. A creature that is completely submerged in quicksand can't breathe.\n\nA restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the edge of the quicksand. A creature within 5 feet of the quicksand can take an action to pull a creature out of the quicksand. Doing so requires a successful DC 15 Strength check, and the quickserpent has advantage on attack rolls against the creature until the end of the creature's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swamp Camouflage", "desc": "The quickserpent has advantage on Dexterity (Stealth) checks made to hide in swampy terrain." } ], "spell_list": [], "page_no": 303, "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_quickserpent/" }, { "slug": "rock-roach", "desc": "The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone._ \n**Rock Eaters.** The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach’s metabolism is slow to match its tedious eating process. Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren’t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins. \n**Naturally Hostile.** Rock roaches are instinctually hostile to anything that wanders near them, including each other. The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then dispersing once they are large enough to defend themselves. \n**Valuable Carapace.** The carapace of a rock roach is sought after by some groups of underground humanoids. Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace.", "name": "Rock Roach", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 30, "burrow": 20 }, "strength": 15, "dexterity": 14, "constitution": 17, "intelligence": 1, "wisdom": 6, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 8", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The rock roach makes two bite attacks. Alternatively, it can use Acid Spit twice." }, { "name": "Acid Spit", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) acid damage, and the target takes 3 (1d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "2d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dual Brain", "desc": "The rock roach has two brains: one in its head and one in its abdomen. It can continue functioning normally, even if its head is removed or destroyed. While both its brains are intact, the rock roach uses its Constitution modifier instead of its Intelligence modifier when making Intelligence saving throws." } ], "spell_list": [], "page_no": 308, "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_rock-roach/" }, { "slug": "rum-lord", "desc": "A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._ \n**Drunken Kings.** Rum lords attract other Open Game License", "name": "Rum Lord", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 78, "hit_dice": "12d6+36", "speed": { "climb": 10, "walk": 20, "swim": 10 }, "strength": 18, "dexterity": 14, "constitution": 17, "intelligence": 12, "wisdom": 9, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 9", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv." }, { "name": "Ale Tap Scepter", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Broken Bottle Shiv", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Rotgut Belch (Recharge 6)", "desc": "The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn't covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord's green bile." }, { "name": "Bring Me Another Round! (1/Day)", "desc": "The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Drunkenness", "desc": "The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord's Aura of Drunkenness for 24 hours." }, { "name": "Hearty", "desc": "The rum lord adds its Constitution modifier to its AC (included in the Armor Class)." }, { "name": "Magic Resistance", "desc": "The rum lord has advantage on saving throws against spells and other magical effects." }, { "name": "One for the Road", "desc": "When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage." }, { "name": "Innate Spellcasting", "desc": "The rum lord's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: prestidigitation\n3/day: command" } ], "spell_list": [], "page_no": 185, "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_rum-lord/" }, { "slug": "sanddrift-drake", "desc": "The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._ \nFound in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands. \n**Burrowing Hunter.** The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey. \n**Paralytic Poison.** The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.", "name": "Sanddrift Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "climb": 20, "walk": 40, "burrow": 40 }, "strength": 13, "dexterity": 19, "constitution": 17, "intelligence": 7, "wisdom": 15, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 7, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "fire", "condition_immunities": "blinded", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 15", "languages": "Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target's speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. 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": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Heatwave Breath (Recharge 6)", "desc": "The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Desert Camouflage", "desc": "The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain." }, { "name": "Sand Glide", "desc": "The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through." } ], "spell_list": [], "page_no": 127, "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_sanddrift-drake/" }, { "slug": "scroll-mummy", "desc": "Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes._ \nA scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. \n**Curseless.** This alternate Open Game License", "name": "Scroll Mummy", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 17, "intelligence": 18, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "the languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The scroll mummy makes two spell-siphoning fist attacks." }, { "name": "Spell-Siphoning Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster's spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait).", "attack_bonus": 6, "damage_dice": "1d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The scroll mummy has advantage on saving throws against spells and other magical effects." }, { "name": "Scroll Body", "desc": "The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day." }, { "name": "Innate Spellcasting", "desc": "The scroll mummy's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness\n5/day each: hold person, inflict wounds, scorching ray\n3/day each: bestow curse, fear\n1/day each: black tentacles, confusion" } ], "spell_list": [], "page_no": 0, "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_scroll-mummy/" }, { "slug": "shadow-giant", "desc": "If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._ \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form. \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy. \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.", "name": "Shadow Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": null, "hit_points": 209, "hit_dice": "22d20+66", "speed": { "walk": 40 }, "strength": 18, "dexterity": 25, "constitution": 17, "intelligence": 12, "wisdom": 13, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, necrotic", "damage_immunities": "", "condition_immunities": "exhaustion", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Elvish, Giant, Umbral", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The shadow giant makes three attacks with its tenebrous talons." }, { "name": "Tenebrous Talons", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.", "attack_bonus": 12, "damage_dice": "2d6+7" }, { "name": "Cold Shadow (Recharge 5-6)", "desc": "The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blacklight Strobe", "desc": "The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn." }, { "name": "Distracting Flicker", "desc": "A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration." }, { "name": "Shadow Sight", "desc": "Magical darkness doesn't impede the shadow giant's darkvision." }, { "name": "Umbral Glimmer", "desc": "At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of" }, { "name": "Shadow from the Material Plane", "desc": "At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material" }, { "name": "Plane", "desc": "It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow." } ], "spell_list": [], "page_no": 173, "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_shadow-giant/" }, { "slug": "shimmer-seal", "desc": "This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._ \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack. \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance. \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.", "name": "Shimmer Seal", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 40 }, "strength": 18, "dexterity": 14, "constitution": 17, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": { "acrobatics": 8, "performance": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shimmer seal makes two tusk attacks." }, { "name": "Tusk", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Invisibility", "desc": "When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it." }, { "name": "Sureflippered", "desc": "The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Underwater Propulsion", "desc": "When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 324, "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_shimmer-seal/" }, { "slug": "silver-dragon-wyrmling-skeleton", "desc": "", "name": "Silver Dragon Wyrmling Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30, "fly": 60 }, "strength": 19, "dexterity": 10, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": 2, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 1, "perception": null, "skills": {}, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 10", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons: \n* Shard Breath. The skeleton exhales a 15-foot cone of bone shards. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n* Noxious Breath. The skeleton exhales a 15-foot cone of gas. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 113, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_silver-dragon-wyrmling-skeleton/" }, { "slug": "snow-terror", "desc": "A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._ \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment. \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them. \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.", "name": "Snow Terror", "size": "Large", "type": "Fiend", "subtype": "shapechanger", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": null, "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 30 }, "strength": 19, "dexterity": 22, "constitution": 17, "intelligence": 12, "wisdom": 9, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 6, "stealth": 9 }, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, cold, poison", "condition_immunities": "frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 9", "languages": "Abyssal, Common", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 7, "damage_dice": "3d6+4" }, { "name": "Horrifying Visage", "desc": "Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this snow terror's Horrifying Visage for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance (Snow Person Form Only)", "desc": "While the snow terror remains motionless, it is indistinguishable from an ordinary snow person." }, { "name": "Shapechanger", "desc": "The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. 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.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage." } ], "spell_list": [], "page_no": 334, "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_snow-terror/" }, { "slug": "swamp-naga", "desc": "A human head tops this green-and-brown constrictor. Vines protrude from its scalp and writhe in unison to the serpent’s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it._ \n**Self-Proclaimed Ruler and Protector.** The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head. The naga’s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp’s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory. \n**Insect and Serpent Friend.** The swamp naga’s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it. \n**Necessarily Ruthless.** Scholars who have studied the connection between swamp nagas and their domains postulate the nagas’ malevolence is an outgrowth of swamplands’ inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.", "name": "Swamp Naga", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "walk": 30, "swim": 40 }, "strength": 18, "dexterity": 16, "constitution": 17, "intelligence": 11, "wisdom": 14, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "nature": 3, "persuasion": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage.", "attack_bonus": 7, "damage_dice": "3d8+4" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cloud of Insects", "desc": "A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute." }, { "name": "Rejuvenation", "desc": "If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning." }, { "name": "Insect and Serpent Passivism", "desc": "No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means." }, { "name": "Spellcasting", "desc": "The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:\nCantrips (at will): dancing lights, mage hand, message, poison spray\n1st level (4 slots): charm person, fog cloud, silent image, sleep\n2nd level (3 slots): blindness/deafness, hold person, suggestion\n3rd level (3 slots): hypnotic pattern, stinking cloud, water breathing\n4th level (2 slots): blight" } ], "spell_list": [], "page_no": 342, "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_swamp-naga/" }, { "slug": "ulnorya", "desc": "Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._ \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims. \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.", "name": "Ulnorya", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 119, "hit_dice": "14d10+42", "speed": { "walk": 50, "climb": 30 }, "strength": 14, "dexterity": 18, "constitution": 17, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "acrobatics": 7, "athletics": 5, "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "1d4+3" }, { "name": "Replicate (1/Day)", "desc": "The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The ulnorya is immune to any spell or effect that would alter its form." }, { "name": "Photoadaptive Hide", "desc": "If the ulnorya didn't move on its previous turn, it is invisible." } ], "spell_list": [], "page_no": 354, "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_ulnorya/" }, { "slug": "viiret", "desc": "The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._ \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward. \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects. \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.", "name": "Viiret", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 30 }, "strength": 16, "dexterity": 6, "constitution": 17, "intelligence": 1, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "blinded, charmed, deafened, frightened, poisoned", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 11", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The viiret makes two attacks, only one of which can be a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Vine", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disease Eater", "desc": "The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease." }, { "name": "Disease Sense", "desc": "The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it." } ], "spell_list": [], "page_no": 361, "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_viiret/" }, { "slug": "vine-golem", "desc": "A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._ \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator. \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.", "name": "Vine Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 67, "hit_dice": "9d8+27", "speed": { "climb": 30, "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 17, "intelligence": 6, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "slashing", "damage_resistances": "bludgeoning and piercing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The vine golem makes two thorned vine attacks." }, { "name": "Thorned Vine", "desc": "Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.", "attack_bonus": 6, "damage_dice": "1d8+4" }, { "name": "Thorned Embrace", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.", "attack_bonus": 6, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bound", "desc": "The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction." }, { "name": "Creator's Eyes and Ears", "desc": "As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master." }, { "name": "Immutable Form", "desc": "The vine golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The vine golem has advantage on saving throws against spells and other magical effects." }, { "name": "Plant Camouflage", "desc": "The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life." } ], "spell_list": [], "page_no": 181, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vine-golem/" }, { "slug": "wereshark", "desc": "The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._ \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away. \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume. \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.", "name": "Wereshark", "size": "Large", "type": "Humanoid", "subtype": "human, shapechanger", "group": null, "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "in humanoid form, 12 (natural armor) in shark and hybrid form", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 19, "dexterity": 13, "constitution": 17, "intelligence": 11, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "", "senses": "blindsight 30 ft. (shark and hybrid form only), passive Perception 14", "languages": "Common (can’t speak in shark form)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "In humanoid or hybrid form, the wereshark makes three trident attacks." }, { "name": "Bite (Shark or Hybrid Form Only)", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.", "attack_bonus": 7, "damage_dice": "2d10+4" }, { "name": "Trident (Humanoid or Hybrid Form Only)", "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+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Hold Breath (Hybrid Form Only)", "desc": "While out of water, the wereshark can hold its breath for 1 hour." }, { "name": "Shapechanger", "desc": "The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies." }, { "name": "Water Breathing (Shark or Hybrid Form Only)", "desc": "The wereshark can breathe only underwater." } ], "spell_list": [], "page_no": 266, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wereshark/" }, { "slug": "wintergrim", "desc": "This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._ \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements. \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey. \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply. \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.", "name": "Wintergrim", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 13, "armor_desc": "hide armor", "hit_points": 26, "hit_dice": "4d6+12", "speed": { "walk": 30 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 12, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "insight": 5, "nature": 3, "persuasion": 2, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Fist", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Handaxe", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.", "attack_bonus": 6, "damage_dice": "1d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Unique Rules", "desc": "If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it." }, { "name": "Innate Spellcasting", "desc": "The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison" } ], "spell_list": [], "page_no": 372, "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_wintergrim/" }, { "slug": "alnaar", "desc": "", "name": "Alnaar", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "25d10+75", "speed": { "burrow": 20, "fly": 40, "walk": 40 }, "strength": 20, "dexterity": 22, "constitution": 17, "intelligence": 9, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": 10, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "acrobatics": 10, "perception": 5 }, "damage_vulnerabilities": "cold", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "frightened, poisoned", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Abyssal", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The alnaar makes three fiery fangs attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 3 (1d6) fire damage.", "name": "Fiery Fangs" }, { "desc": "The alnaar becomes super-heated, expelling momentous energy outwards in a 20-foot radius blast around it. Each creature caught in the blast must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) fire damage and 22 (4d10) force damage and is knocked prone. On a success, a creature takes half the fire and force damage but isn't knocked prone. The fire ignites flammable objects that aren't being worn or carried. After using Flare, the alnaar is starving. It can't use Flare if it is starving.", "name": "Flare (Recharge Special)" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the alnaar can see moves, the alnaar can move up to 20 feet toward the moving creature. If the alnaar moves within 10 feet of that creature, it can make one fiery fangs attack against the creature.", "name": "On the Hunt" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A creature that starts its turn within 5 feet of the alnaar must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature that touches the alnaar or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Nonmagical weapons and objects with Armor Class 15 or lower are immediately destroyed after coming into contact with the alnaar's skin. Weapons that hit the alnaar deal their damage before being destroyed. This trait is suppressed if the alnaar is starving.", "name": "Skin of the Forge" }, { "desc": "If an alnaar hasn't fed on a Medium-sized or larger creature within the last 12 hours, it is starving. While starving, the alnaar's Armor Class is reduced by 2, it has advantage on melee attack rolls against any creature that doesn't have all of its hp, and will direct its attacks at a single foe regardless of tactical consequences. Once it feeds on a Medium-sized or larger corpse or brings a Medium-sized or larger creature to 0 hp, it is no longer starving.", "name": "Starving Wrath" } ], "spell_list": [], "page_no": 82, "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_alnaar/" }, { "slug": "bathhouse-drake", "desc": "", "name": "Bathhouse Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "fly": 60, "swim": 60, "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 17, "intelligence": 12, "wisdom": 18, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "medicine": 6, "persuasion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., truesight 10 ft., passive Perception 16", "languages": "Common, Draconic, Primordial", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The bathhouse drake makes three melee attacks: one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "1d8+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "name": "Bite" }, { "attack_bonus": 4, "damage_dice": "1d6+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", "name": "Claw" }, { "attack_bonus": 4, "damage_dice": "2d6", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.", "name": "Scalding Jet" }, { "desc": "The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Steam Burst (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The bathhouse drake can breathe air and water.", "name": "Amphibious" }, { "desc": "The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.", "name": "Soapy" }, { "desc": "The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, misty step, prestidigitation\n3/day each: control water, fog cloud, gaseous form, lesser restoration", "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_bathhouse-drake/" }, { "slug": "bone-golem", "desc": "", "name": "Bone Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The bone golem makes two attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.", "name": "Claw" }, { "attack_bonus": 6, "damage_dice": "1d8+3", "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.", "name": "Bone Shard" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. \n\nThe golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.", "name": "Berserk" }, { "desc": "While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.", "name": "False Appearance" }, { "desc": "The bone golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The bone golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The bone golem's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.", "name": "Necrotic Absorption" } ], "spell_list": [], "page_no": 201, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_bone-golem/" }, { "slug": "devil-bough", "desc": "", "name": "Devil Bough", "size": "Huge", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d12+36", "speed": { "walk": 10 }, "strength": 18, "dexterity": 10, "constitution": 17, "intelligence": 10, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "tremorsense 60 ft., passive Perception 13", "languages": "Abyssal, Infernal, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The devil bough makes one claw attack and one bite attack.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "3d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "name": "Claw" }, { "attack_bonus": 7, "damage_dice": "3d8+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.", "name": "Bite" } ], "bonus_actions": null, "reactions": [ { "desc": "When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.", "name": "Arcasynthesis" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The devil bough has advantage on attack rolls against any creature grappled by its bite attack.", "name": "Grinding Maw" }, { "desc": "The devil bough knows if a creature within 60 feet of it is evil-aligned or not.", "name": "Like Calls to Like" } ], "spell_list": [], "page_no": 302, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_devil-bough/" }, { "slug": "dream-wraith", "desc": "", "name": "Dream Wraith", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 60, "hit_dice": "8d8+24", "speed": { "fly": 60, "hover": true, "walk": 0 }, "strength": 6, "dexterity": 18, "constitution": 17, "intelligence": 12, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "psychic", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "attack_bonus": 7, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.", "name": "Sleep Touch" }, { "desc": "The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.", "name": "Steal Dreams" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.", "name": "Dreamer's Gaze" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.", "name": "Create Wraith" }, { "desc": "The dream wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.", "name": "Incorporeal Movement" }, { "desc": "While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" } ], "spell_list": [], "page_no": 135, "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_dream-wraith/" }, { "slug": "elder-ghost-boar", "desc": "", "name": "Elder Ghost Boar", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "11d12+33", "speed": { "walk": 40 }, "strength": 22, "dexterity": 9, "constitution": 17, "intelligence": 7, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands Common but can't speak it", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The elder ghost boar makes two tusk attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "3d6+6", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.", "name": "Tusk" } ], "bonus_actions": null, "reactions": [ { "desc": "When it is targeted by an attack or spell or is grappled or restrained, the ghost boar becomes momentarily incorporeal. It gains resistance to any damage that isn't force and ends any grappled or restrained conditions on itself.", "name": "Ghostly Slip" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the ghost boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 14 (4d6) slashing damage If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.", "name": "Charge" }, { "desc": "When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.", "name": "Incorporeal Jaunt" }, { "desc": "If the elder ghost boar takes 20 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.", "name": "Relentless (Recharges after a Short or Long Rest)" }, { "desc": "When a creature dies within 30 feet of the ghost boar, its spirit can possess the boar, incapacitating the boar for up to 1 minute. During this time, the spirit is affected by the speak with dead spell, speaking through the ghost boar's mouth.", "name": "Spirit Conduit" } ], "spell_list": [], "page_no": 169, "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_elder-ghost-boar/" }, { "slug": "flying-polyp", "desc": "", "name": "Flying Polyp", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d12+54", "speed": { "fly": 60, "hover": true, "walk": 0 }, "strength": 20, "dexterity": 12, "constitution": 17, "intelligence": 22, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "arcana": 10, "history": 10, "perception": 6 }, "damage_vulnerabilities": "lightning", "damage_resistances": "acid, cold, fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "prone", "senses": "blindsight 60 ft., passive Perception 16", "languages": "Deep Speech, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The polyp makes two melee attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "3d6+5", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and is not affected by the flying polyp's Aura of Wind. The flying polyp can grapple up to two creatures at one time.", "name": "Tentacle" }, { "attack_bonus": 9, "damage_dice": "3d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the polyp. Hit: 18 (3d8 + 5) piercing damage.", "name": "Bite" }, { "desc": "Each creature within 30 feet of the polyp must make a DC 17 Strength saving throw. On a failure, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage but isn't knocked prone.", "name": "Cyclone (Recharge 5-6)" }, { "desc": "The flying polyp magically enters the Ethereal Plane from the Material Plane, or vice versa.", "name": "Etherealness" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the flying polyp can see targets it with an attack, the flying polyp can unleash a line of strong wind 60 feet long and 10 feet wide in the direction of the attacker. The wind lasts until the start of the flying polyp's next turn. Each creature in the wind when it appears or that starts its turn in the wind must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the flying polyp in a direction following the line. Any creature in the line treats all movement as difficult terrain.", "name": "Fist of Wind" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A creature that starts its turn within 15 feet of the polyp must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the polyp.", "name": "Aura of Wind" }, { "desc": "The polyp 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": "Incorporeal Movement" }, { "desc": "The polyp has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The polyp's innate spellcasting ability is Intelligence (spell save DC 18). The polyp can innately cast the following spells, requiring no material components:\nAt will: invisibility (self only)\n3/day: wind walk\n1/day: control weather", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 162, "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_flying-polyp/" }, { "slug": "gaki", "desc": "", "name": "Gaki", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": null, "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 7, "dexterity": 18, "constitution": 17, "intelligence": 10, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 14", "languages": "any languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "desc": "The gaki makes two bite attacks.", "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) piercing damage plus 7 (2d6) acid damage.", "name": "Bite" }, { "attack_bonus": 6, "damage_dice": "6d6", "desc": "Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 21 (6d6) acid damage.", "name": "Spit Acid" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If a creature starts its turn within 10 feet of a gaki, it is overwhelmed by a hunger that dissolves fat and atrophies muscle. It must make a DC 14 Constitution saving throw, taking 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one.", "name": "Aura of Famine" }, { "desc": "At the start of its turn, if a creature can see the gaki, it must make a DC 14 Wisdom saving throw. On a failure, it is overcome with a desire to kill and eat the ghost, and it must move as close to the gaki as it can.", "name": "Gluttonous Attraction" }, { "desc": "The gaki has advantage on melee attack rolls against any creature that doesn't have all its hp.", "name": "Hungry Frenzy" }, { "desc": "The gaki 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": "Incorporeal Movement" } ], "spell_list": [], "page_no": 390, "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_gaki/" }, { "slug": "greater-scrag", "desc": "", "name": "Greater Scrag", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "swim": 40, "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 17, "intelligence": 10, "wisdom": 10, "charisma": 11, "strength_save": 8, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Abyssal, Aquan, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The greater scrag makes three attacks: one with its bite and two with its claws.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)", "name": "Bite" }, { "attack_bonus": 8, "damage_dice": "3d4+5", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5)", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The scrag can breathe air and water.", "name": "Amphibious" }, { "desc": "The scrag has advantage on melee attack rolls against any creature that doesn't have all of its hp.", "name": "Blood Frenzy" }, { "desc": "The greater scrag regains 10 hp at the start of its turn if it is in contact with water. If the scrag takes acid or fire damage, this trait doesn't function at the start of the scrag's next turn. The scrag dies only if it starts its turn with 0 hp and doesn't regenerate.", "name": "Regeneration" } ], "spell_list": [], "page_no": 401, "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-scrag/" }, { "slug": "heavy-cavalry", "desc": "", "name": "Heavy Cavalry", "size": "Medium", "type": "Humanoid", "subtype": "dragonborn", "group": null, "alignment": "lawful neutral", "armor_class": 19, "armor_desc": "splint, shield", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 15, "dexterity": 12, "constitution": 17, "intelligence": 10, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 4 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "attack_bonus": 4, "damage_dice": "1d12+2", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.", "name": "Lance" }, { "attack_bonus": 3, "damage_dice": "1d10+1", "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.", "name": "Heavy Crossbow" }, { "attack_bonus": 4, "damage_dice": "2d6+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.", "name": "Trample (Mounted Only)" }, { "desc": "The dragonborn breathes fire in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.", "name": "Fire Breath (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the dragonborn moves at least 20 feet straight toward a creature while mounted and then hits with a lance attack on the same turn, it can make a trample attack against that creature as a bonus action.", "name": "Cavalry Charge" }, { "desc": "The dragonborn can't be knocked prone, dismounted, or moved against its will while mounted.", "name": "Locked Saddle" }, { "desc": "The dragonborn is rarely seen without its giant lizard mount. The lizard wears custom scale mail that raises its Armor Class to 15. While the dragonborn is mounted, the giant lizard can't be charmed or frightened.", "name": "Mounted Warrior" } ], "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_heavy-cavalry/" }, { "slug": "nian", "desc": "", "name": "Nian", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "climb": 30, "swim": 30, "walk": 50 }, "strength": 18, "dexterity": 11, "constitution": 17, "intelligence": 11, "wisdom": 16, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 13", "languages": "Sylvan, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "attack_bonus": 6, "damage_dice": "2d12+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage.", "name": "Bite" }, { "attack_bonus": 6, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "name": "Gore" }, { "attack_bonus": 6, "damage_dice": "2d10+4", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 15 (2d10 + 4) bludgeoning damage.", "name": "Stomp" }, { "desc": "The nian creates magical darkness and silence around it in a 15-foot-radius sphere that moves with it and spreads around corners. The dark silence lasts as long as the nian maintains concentration, up to 10 minutes (as if concentrating on a spell). The nian sees objects in the sphere in shades of gray. Darkvision can't penetrate the darkness, no natural light can illuminate it, no sound can be created within or pass through it, and any creature or object entirely inside the sphere of dark silence is immune to thunder damage. Creatures entirely inside the darkness are deafened and can't cast spells that include a verbal component. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is destroyed.", "name": "Year's Termination (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The nian can hold its breath for 30 minutes.", "name": "Hold Breath" }, { "desc": "If the nian moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the nian can make one stomp attack against it as a bonus action.", "name": "Trampling Charge" }, { "desc": "The nian is inherently fearful of loud noises, fire, and the color red. It will not choose to move toward any red object or any fiery or burning materials. If presented forcefully with a red object, flame, or if it is dealt fire or thunder damage, the nian must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific red object or a particular source of noise (such as clanging a weapon on a shield) or fire (such as the burning hands spell), the nian can't be frightened by that same source again for 24 hours.", "name": "Tremulous" } ], "spell_list": [], "page_no": 276, "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_nian/" }, { "slug": "pact-drake", "desc": "", "name": "Pact Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "8d6+24", "speed": { "fly": 60, "walk": 40 }, "strength": 9, "dexterity": 14, "constitution": 17, "intelligence": 17, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "insight": 8, "investigation": 5, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic, radiant", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., truesight 60 ft., passive Perception 16", "languages": "all", "challenge_rating": "1", "cr": 1.0, "actions": [ { "desc": "The pact drake makes two attacks: one with its bite and one with its claw.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "2d4+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", "name": "Claw" }, { "attack_bonus": 4, "damage_dice": "1d4+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "name": "Bite" }, { "desc": "The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.", "name": "Enforced Diplomacy (Recharge 5-6)" }, { "desc": "The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.", "name": "Punish Transgressor" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.", "name": "Binding Witness" }, { "desc": "The drake knows if it hears a lie.", "name": "Sense Falsehood" }, { "desc": "A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\nAt will: detect magic\n3/day each: arcane eye, clairvoyance, scrying", "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_pact-drake/" }, { "slug": "simurg", "desc": "", "name": "Simurg", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 108, "hit_dice": "8d20+24", "speed": { "fly": 80, "walk": 20 }, "strength": 18, "dexterity": 11, "constitution": 17, "intelligence": 14, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": 3, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 16", "languages": "all, telepathy 120 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The simurg makes three attacks: one with its bite and two with its claws.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.", "name": "Bite" }, { "attack_bonus": 7, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "name": "Claws" }, { "desc": "The simurg beats its wings, creating wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage, is pushed 10 feet away from the simurg and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.", "name": "Forceful Gale (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The simurg doesn't provoke an opportunity attack when it flies out of an enemy's reach.", "name": "Flyby" }, { "desc": "The simurg has advantage on Perception (Wisdom) checks that rely on sight.", "name": "Keen Sight" }, { "desc": "The simurg's innate spellcasting ability is Wisdom (spell save DC 14). The simurg can innately cast the following spells, requiring no material components:\nAt will: detect poison and disease, detect thoughts, spare the dying\n2/day each: cure wounds, lesser restoration, purify food and drink\n1/day each: greater restoration, remove curse", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 339, "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_simurg/" }, { "slug": "spider-drake", "desc": "", "name": "Spider Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "climb": 40, "fly": 80, "walk": 40 }, "strength": 19, "dexterity": 13, "constitution": 17, "intelligence": 7, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": 5, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": 7, "skills": { "perception": 7, "stealth": 5, "survival": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The spider drake makes three attacks: one with its bite and two with its claws. It can use Web in place of its bite attack.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d10+4", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.", "name": "Bite" }, { "attack_bonus": 8, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "name": "Claw" }, { "desc": "The drake exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Poison Breath (Recharge 5-6)" }, { "desc": "Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.", "name": "Web (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "When the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success.", "name": "Sticky Secretions" } ], "spell_list": [], "page_no": 348, "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_spider-drake/" }, { "slug": "undead-phoenix", "desc": "", "name": "Undead Phoenix", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d12+45", "speed": { "fly": 90, "walk": 30 }, "strength": 23, "dexterity": 14, "constitution": 17, "intelligence": 8, "wisdom": 17, "charisma": 9, "strength_save": 10, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "-", "challenge_rating": "12", "cr": 12.0, "actions": [ { "desc": "The undead phoenix makes three attacks: two with its claws and one with its decaying bite.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "4d6+6", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage.", "name": "Claws" }, { "attack_bonus": 10, "damage_dice": "2d8+6", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be cursed with perpetual decay. The cursed target can't regain hp until the curse is lifted by the remove curse spell or similar magic.", "name": "Decaying Bite" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A living creature that starts its turn within 10 feet of the undead phoenix can't regain hp and has disadvantage on Constitution saving throws until the start of its next turn.", "name": "Bilious Aura" }, { "desc": "If it dies, the undead phoenix reverts into a pile of necrotic-tainted ooze and is reborn in 24 hours with all of its hp. Only killing it with radiant damage prevents this trait from functioning.", "name": "Eternal Unlife" } ], "spell_list": [], "page_no": 361, "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_undead-phoenix/" }, { "slug": "wasteland-dragon-wyrmling", "desc": "", "name": "Wasteland Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "burrow": 15, "climb": 30, "fly": 50, "walk": 30 }, "strength": 17, "dexterity": 10, "constitution": 17, "intelligence": 12, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": 2, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 3, "perception": 2, "skills": { "perception": 2, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "force", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "attack_bonus": 5, "damage_dice": "2d10+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.", "name": "Bite" }, { "desc": "The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one.", "name": "Warped Energy Breath (Recharge 6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 118, "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_wasteland-dragon-wyrmling/" }, { "slug": "yann-an-oed", "desc": "", "name": "Yann-An-Oed", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 47, "hit_dice": "5d12+15", "speed": { "swim": 40, "walk": 30 }, "strength": 15, "dexterity": 11, "constitution": 17, "intelligence": 8, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 14", "languages": "Aquan, telepathy 120 ft.", "challenge_rating": "2", "cr": 2.0, "actions": [ { "attack_bonus": 4, "damage_dice": "2d8+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.", "name": "Bite" }, { "attack_bonus": 4, "damage_dice": "2d4+2", "desc": "Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained. The yann-an-oed can have only two targets grappled at a time.", "name": "Tentacles" }, { "desc": "The yann-an-oed makes a bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the yann-an-oed, and it takes 7 (2d6) acid damage at the start of each of the yann-an-oed's turns. A yannan-oed can have only one creature swallowed at a time. If the yann-an-oed takes 10 damage or more on a single turn from the swallowed creature, the yann-an-oed must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the yann-an-oed. If the yann-an-oed dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "name": "Swallow" }, { "desc": "The yann-an-oed emits an owl-like hoot from a blowhole near the top of its head. Each creature within 120 feet that is able to hear the sound must succeed on a DC 12 Wisdom saving throw or return the hooting sound, if it can make noise. The yann-an-oed is able to unerringly track a creature that responds to its call for 1 hour, even if the creature is hidden by magic or on another plane of existence.", "name": "Hoot (Recharges after a Short or Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The yann-an-oed can breathe air and water.", "name": "Amphibious" }, { "desc": "The yann-an-oed has advantage on Dexterity (Stealth) checks made while underwater.", "name": "Underwater Camouflage" } ], "spell_list": [], "page_no": 391, "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_yann-an-oed/" }, { "slug": "accursed-defiler", "desc": "_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._ \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand. \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe. \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands. \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.", "name": "Accursed Defiler", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 12, "armor_desc": "", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 19, "dexterity": 14, "constitution": 17, "intelligence": 6, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands an ancient language, but can't speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The accursed defiler makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Sandslash (Recharge 5-6)", "desc": "As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cursed Existence", "desc": "When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction." }, { "name": "Sand Shroud", "desc": "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage." } ], "spell_list": [], "page_no": 12, "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_accursed-defiler/" }, { "slug": "amphiptere", "desc": "_The amphiptere is most commonly found as a flight of gold-crested, bat-winged serpents bursting from the foliage._ \n**Tiny Wyverns.** An amphiptere has batlike wings and a stinger similar to a wyvern’s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers. \n**Swooping and Swift.** They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers. \n**Strength in Flocks.** Despite their fighting ability, amphipteres are not particularly brave. Most often, they tend to lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill.", "name": "Amphiptere", "size": "Medium", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 20, "climb": 20, "fly": 60, "swim": 20 }, "strength": 11, "dexterity": 18, "constitution": 17, "intelligence": 2, "wisdom": 16, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., passive Perception 15", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The amphiptere makes one bite attack and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.", "attack_bonus": 6, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Swarming", "desc": "Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated." } ], "spell_list": [], "page_no": 16, "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_amphiptere/" }, { "slug": "asanbosam", "desc": "_An asasonbosam is a hirsute hulk with bulging, bloodshot eyes, often perched high in a tree and ready to seize unwary passersby with talons like rusty hooks._ \n**Iron Hooks and Fangs.** They resemble hairy ogres from the waist up, but with muscular and flexible legs much longer than those of an ogre. These odd appendages end in feet with hooklike talons, and both the creature’s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam’s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while older ones have discolored and rusty ones. \n**Iron Eaters.** The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation— grinding iron filings off their own hooks to slake their cravings. The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true). \n**Tree Lairs.** Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don’t fear magic; most tribes count at least one spellcaster among its members.", "name": "Asanbosam", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "walk": 40, "climb": 15 }, "strength": 18, "dexterity": 13, "constitution": 17, "intelligence": 11, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 4, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The asanbosam makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.", "attack_bonus": 7, "damage_dice": "2d10" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.", "attack_bonus": 7, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Arboreal", "desc": "While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 27, "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_asanbosam/" }, { "slug": "bucca", "desc": "_These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues._ \n**Hidden in Crevices.** Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook. \n**Treasure Finders.** Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids. \n**Bat Friends.** Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.", "name": "Bucca", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "5d4+15", "speed": { "walk": 20, "fly": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 13, "wisdom": 9, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Darakhul, Dwarvish", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Vulnerability to Sunlight", "desc": "A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight." }, { "name": "Innate Spellcasting", "desc": "the bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day each: darkness, ensnaring strike, locate object" } ], "spell_list": [], "page_no": 46, "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_bucca/" }, { "slug": "carrion-beetle", "desc": "_The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid._ \n**Beasts of Burden and War.** Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on very comfortably although it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow‑orange. \nThe largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle. War beetles are often armored with protective strips of metal or chitinous armor fused to their exoskeletons, increasing their natural armor by +2 while reducing their speed to 20 feet. \n**Devour Fungi and Carrion.** Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. The domesticated varieties travel in herds of 20-40 to feed on fungal forests, scavenge battlefields, or devour cave lichen and scour sewage pits. The larger caravan beetles are always antagonistic. \nWhen breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap mycolids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). \nPurple worms are their major predators. Worms swallow entire caravans when they find the beetles within. \n**Domesticated by Ghouls.** Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. \nIn late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters.", "name": "Carrion Beetle", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 30, "burrow": 20, "climb": 10 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 1, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "paralysis", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The beetle makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Acid Spit (Recharge 5-6)", "desc": "The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 52, "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_carrion-beetle/" }, { "slug": "cave-dragon-wyrmling", "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. \n\n## A Cave Dragon’s Lair\n\n \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals. \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath. \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n \n### Regional Effects\n\n \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Cave Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "burrow": 20, "fly": 20 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 3, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 2, "skills": { "perception": 2, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, poison, thunder", "condition_immunities": "poisoned", "senses": "blindsight 120 ft., passive Perception 12", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tunneler", "desc": "The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 127, "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_cave-dragon-wyrmling/" }, { "slug": "chelicerae", "desc": "_A chelicerae resembles a massive spider perched on tall, stilted legs. Most often, the disheveled body of a robed arcanist swings from its clenched mandibles._ \n**Feed on Spellcasters.** These massive arachnids are largely confined to the great forests and occasional wastelands, although rumors do persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae. \n**Carry Their Prey.** Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from the chelicerae’s clenched mandibles. \n**Cocoon Arcanists.** Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae.", "name": "Chelicerae", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40, "climb": 30 }, "strength": 22, "dexterity": 17, "constitution": 17, "intelligence": 14, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 5, "skills": { "acrobatics": 6, "athletics": 9, "perception": 5, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "-", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The chelicerae makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.", "attack_bonus": 9, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The chelicerae has advantage on saving throws against spells and other magical effects." }, { "name": "Spellcasting", "desc": "the chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:\n\ncantrips: acid splash, mage hand, minor illusion, true strike\n\n1st level: burning hands, detect magic, expeditious retreat, ray of sickness\n\n2nd level: hold person, invisibility, scorching ray\n\n3rd level: animate dead, haste, lightning bolt\n\n4th level: phantasmal killer" }, { "name": "Siphon Spell Slots", "desc": "The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest." }, { "name": "Spider Climb", "desc": "Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check." } ], "spell_list": [], "page_no": 54, "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_chelicerae/" } ] }{ "count": 3207, "next": "