Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=damage_vulnerabilities&page=20
https://api.open5e.com/monsters/?format=api&ordering=damage_vulnerabilities&page=21", "previous": "https://api.open5e.com/monsters/?format=api&ordering=damage_vulnerabilities&page=19", "results": [ { "slug": "wyvern-knight", "desc": "", "name": "Wyvern Knight", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful evil", "armor_class": 20, "armor_desc": "plate, shield", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 18, "intelligence": 10, "wisdom": 12, "charisma": 15, "strength_save": 6, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "poisoned", "condition_immunities": "", "senses": "passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The wyvern knight makes two lance attacks. If the wyvern knight is riding a war wyvern, its mount can then make one bite, claw, or stinger attack.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d12+3", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) poison damage. The wyvern knight has disadvantage on attacks with this weapon against creatures within 5 feet of it and can wield this weapon in one hand instead of two while mounted.", "name": "Lance" }, { "attack_bonus": 3, "damage_dice": "1d10", "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 10 (3d6) poison damage.", "name": "Heavy Crossbow" }, { "attack_bonus": 6, "damage_dice": "1d4+3", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.", "name": "Dagger" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the wyvern knight can see attacks a target that is within 5 feet of it, including a creature it is riding, the knight can use a reaction to impose disadvantage on the attack roll. The knight must be wielding a shield.", "name": "Protection" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The wyvern knight has advantage on saving throws against being frightened.", "name": "Brave" }, { "desc": "When the wyvern knight falls while wearing this ring, it descends 60 feet per round and takes no damage from falling.", "name": "Ring of Feather Falling" } ], "spell_list": [], "page_no": 385, "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_wyvern-knight/" }, { "slug": "xenabsorber", "desc": "", "name": "Xenabsorber", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 17, "dexterity": 12, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 4, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The xenabsorber makes two melee attacks.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "1d10+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.", "name": "Slam" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The xenabsorber has advantage on Charisma (Deception) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature.", "name": "Disguise" }, { "desc": "As a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack, or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry sidebar). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form.", "name": "Trait Mimicry" } ], "spell_list": [], "page_no": 387, "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_xenabsorber/" }, { "slug": "xiphus", "desc": "", "name": "Xiphus", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 55, "hit_dice": "10d6+20", "speed": { "walk": 50 }, "strength": 14, "dexterity": 21, "constitution": 15, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "acrobatics": 8, "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The xiphus makes three hidden dagger attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d4+5", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.", "name": "Hidden Dagger" } ], "bonus_actions": null, "reactions": [ { "desc": "If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.", "name": "Borrowed Time (Recharges after a Short or Long Rest)" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.", "name": "Lightning Absorption" }, { "desc": "As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.", "name": "Siphon Time (Recharge 5-6)" }, { "desc": "The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.", "name": "Startling Speed" } ], "spell_list": [], "page_no": 388, "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_xiphus/" }, { "slug": "yaga-goo", "desc": "", "name": "Yaga Goo", "size": "Small", "type": "Ooze", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 85, "hit_dice": "10d6+50", "speed": { "climb": 20, "walk": 20 }, "strength": 11, "dexterity": 18, "constitution": 20, "intelligence": 14, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands Common but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The Yaga goo makes two pseudopod attacks. When its Foul Transit is available, it can use Foul Transit in place of one pseudopod attack.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage.", "name": "Pseudopod" }, { "desc": "The goo teleports to an unoccupied space it can see within 50 feet, leaving behind a wretched puddle in the space it previously occupied. A creature within 5 feet of the space the goo left must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn. The first time a creature enters the puddle's space or if a creature starts its turn in the puddle's space it takes 10 (3d6) necrotic damage and is poisoned. The puddle lasts for 1 minute or until the goo that created it is killed.", "name": "Foul Transit (Recharge 4-6)" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature the Yaga goo can see targets it with a melee attack while within 5 feet of the goo, the goo can teleport to a puddle created by its Foul Transit, if that puddle's space is unoccupied, negating the damage from the attack. If it does, the attacker must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage and become poisoned until the end of its next turn.", "name": "Puddle Splash" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The goo can move through a space as narrow as 1 inch wide without squeezing.", "name": "Amorphous" }, { "desc": "The goo has advantage on attack rolls against fey and any creature with the Fey Ancestry trait.", "name": "Deadly to Fey" }, { "desc": "The goo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", "name": "Spider Climb" } ], "spell_list": [], "page_no": 389, "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_yaga-goo/" }, { "slug": "yakirian", "desc": "", "name": "Yakirian", "size": "Medium", "type": "Humanoid", "subtype": "yakirian", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": "chain shirt", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 40 }, "strength": 17, "dexterity": 11, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "arcana": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Yakirian, understands Void Speech but won't speak it", "challenge_rating": "2", "cr": 2.0, "actions": [ { "desc": "The yakirian makes two attacks: one with its gore and one with its ritual knife.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "name": "Gore" }, { "attack_bonus": 5, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "name": "Ritual Knife" }, { "desc": "The yakiran consumes the heart of a dead humanoid or giant within 5 feet. If the creature also less than 1 minute ago, the yakirian gains the following benefits: \n* The yakirian absorbs the dead creature's knowledge and asks two questions. If the dead creature knew the answers in life, the yakirian learns them instantly. \n* The yakirian's maximum and current hp increase by 10 for 1 hour. \n* The yakirian has advantage on Strength-based attack rolls and ability checks, as well as on all saving throws for 1 hour.", "name": "Consume Heart" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The yakirian has advantage on saving throws against being charmed, frightened, or confused, as well as against any effect that causes corruption or madness.", "name": "Resilient Soul" } ], "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_yakirian/" }, { "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": "yek", "desc": "", "name": "Yek", "size": "Small", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d6+28", "speed": { "climb": 30, "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 15, "intelligence": 9, "wisdom": 13, "charisma": 10, "strength_save": 5, "dexterity_save": 5, "constitution_save": 4, "intelligence_save": 1, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "desc": "The yek makes one bite attack and one claw attack.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "3d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage, and, if the target is Large or smaller, the yek demon attaches to it. While attached, the yek demon can make this attack only against the target and has advantage on the attack roll. The yek demon can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the yek demon by succeeding on a DC 13 Strength check.", "name": "Bite" }, { "attack_bonus": 5, "damage_dice": "3d4+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) slashing damage.", "name": "Claw" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If a creature has three or more yek attached to it from a bite attack at the end of its turn, the creature must succeed on a DC 12 Constitution saving throw or its Constitution score is reduced by 1d4 as the demons feast upon the creature's flesh.", "name": "Devouring Swarm" }, { "desc": "The yek has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The yek has advantage on attack rolls against a creature if at least one of the yek's allies is within 5 feet of the creature and the ally isn't incapacitated.", "name": "Pack Tactics" } ], "spell_list": [], "page_no": 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_yek/" }, { "slug": "young-light-dragon", "desc": "", "name": "Young Light Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "fly": 80, "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 19, "intelligence": 14, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 5, "perception": 6, "skills": { "perception": 6, "persuasion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "radiant", "condition_immunities": "blinded", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 16", "languages": "Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "attack_bonus": 7, "damage_dice": "2d10+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "name": "Bite" }, { "desc": "The dragon uses one of the following breath weapons:\nRadiant Breath. The dragon exhales radiant energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.\nFlaring Breath. The dragon emits a flash of dazzling light from its maw in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw or be blinded. Undead within the area of effect must also make a DC 15 Wisdom saving throw or be turned for 1 minute. Undead of CR 1 or lower who fail the saving throw are instantly destroyed.", "name": "Breath Weapon (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The dragon sheds bright light in a 15-foot radius and dim light for an additional 15 feet.", "name": "Illumination" }, { "desc": "The dragon 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 light dragon travels from star to star and does not require air, food, drink, or sleep. When flying between stars, the light dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.", "name": "Void Traveler" } ], "spell_list": [], "page_no": 170, "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_young-light-dragon/" }, { "slug": "young-wasteland-dragon", "desc": "", "name": "Young Wasteland Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "burrow": 20, "climb": 40, "fly": 70, "walk": 40 }, "strength": 21, "dexterity": 10, "constitution": 21, "intelligence": 12, "wisdom": 11, "charisma": 12, "strength_save": null, "dexterity_save": 4, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "force", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 14", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The dragon makes three attacks: one with its bite and two with its claws.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d10+5", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "name": "Bite" }, { "attack_bonus": 9, "damage_dice": "2d6+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "name": "Claw" }, { "desc": "The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) 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_young-wasteland-dragon/" }, { "slug": "ziphius", "desc": "", "name": "Ziphius", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "10d20+30", "speed": { "swim": 60, "walk": 10 }, "strength": 19, "dexterity": 13, "constitution": 16, "intelligence": 9, "wisdom": 13, "charisma": 4, "strength_save": 7, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "prone", "senses": "blindsight 120 ft., passive Perception 14", "languages": "Aquan, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "desc": "The ziphius makes one beak attack and one claw attack.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "3d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "name": "Claw" }, { "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. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed by the ziphius. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ziphius, and it takes 14 (4d6) acid damage at the start of each of the ziphius' turns. The ziphius can have only one target swallowed at a time. \n\nIf the ziphius takes 20 damage or more on a single turn from a creature inside it, the ziphius must succeed on a DC 13 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 ziphius. If the ziphius dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.", "name": "Beak" }, { "attack_bonus": 7, "damage_dice": "3d10+4", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage.", "name": "Dorsal Fin" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the ziphius moves at least 20 feet straight toward a target and then hits it with a dorsal fin attack on the same turn, the target takes an extra 27 (5d10) slashing damage.", "name": "Charge" }, { "desc": "The ziphius deals double damage to objects and structures.", "name": "Siege Monster" }, { "desc": "As a bonus action at the start of its turn, the ziphius can choose one creature within 120 feet that it can see. The ziphius' eyes glow, and the target must succeed on a DC 15 Wisdom saving throw or the ziphius creates a temporary mental bond with the target until the start of the ziphius' next turn. While bonded, the ziphius reads the creature's surface thoughts, choosing to either gain advantage on attacks against that target or cause the target to have disadvantage on attacks against the ziphius.", "name": "Telepathic Foresight" }, { "desc": "The ziphius can breathe only underwater.", "name": "Water Breathing" } ], "spell_list": [], "page_no": 392, "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_ziphius/" }, { "slug": "zoog", "desc": "", "name": "Zoog", "size": "Tiny", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 3, "hit_dice": "1d4+1", "speed": { "climb": 30, "walk": 30 }, "strength": 3, "dexterity": 16, "constitution": 12, "intelligence": 11, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Deep Speech, Void Speech", "challenge_rating": "0", "cr": 0.0, "actions": [ { "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.", "name": "Bite" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 396, "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_zoog/" }, { "slug": "zoryas", "desc": "", "name": "Zoryas", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "16d8+32", "speed": { "fly": 40, "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 14, "intelligence": 10, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 7, "skills": { "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "fire, radiant; bludgeoning, piercing, and slashing from nomagical attacks", "damage_immunities": "", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened", "senses": "truesight 60 ft., passive Perception 17", "languages": "all, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "desc": "The angel makes two morningstar attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d8+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant or fire damage.", "name": "Morningstar" }, { "desc": "The zoryas' lantern brightens, bathing its environs in brilliant light. Each creature within 30 feet of the zoryas must succeed on a DC 16 Wisdom saving throw or be blinded for 1d4 rounds. An undead creature who fails this save also takes 13 (3d8) fire damage. The light dispels up to three spells or other magical effects of 3rd level or lower like the dispel magic spell within the area.", "name": "Light of Dawn (Recharges after a Long Rest)" }, { "desc": "The zoryas' lantern darkens, snuffing out nearby natural and magical sources of light. Each creature within 30 feet of the zoryas must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The area is bathed in darkness like the darkness spell until the end of the zoryas' next turn.", "name": "Dusk's Arrival (Recharges after a Long Rest)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The zoryas' weapon attacks are magical. When the zoryas hits with any weapon, the weapon deals an extra 3d8 radiant or fire damage (included in the attack). The zoryas chooses whether its attack does radiant or fire damage before making the attack roll.", "name": "Fire and Light" }, { "desc": "As an action, the zoryas opens a gateway to the celestial plane. The gate appears as a shimmering circle that sheds bright light in a 15-foot radius and dim light for an additional 15 feet and is framed by twisting, golden strands. The gate lasts 1 hour; though, the zoryas can choose to close it at any time as a bonus action. Once the gate closes, the zoryas is reduced to 0 hp and remains unconscious for six days, awakening, fully restored, at sunrise on the seventh day. The zoryas can't pass through its own gate.", "name": "Open Celestial Gate" }, { "desc": "The zoryas regains 10 hp at the start of its turn. If the zoryas takes necrotic damage, this trait doesn't function at the start of the zoryas' next turn. The zoryas' body is destroyed only if it starts its turn with 0 hp and doesn't regenerate.", "name": "Regeneration" }, { "desc": "The zoryas has advantage on melee attack rolls until the end of its next turn.", "name": "Sun's Guidance (3/Day)" } ], "spell_list": [], "page_no": 21, "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_zoryas/" }, { "slug": "aboleth-nihilith", "desc": "", "name": "Aboleth, Nihilith", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 10, "swim": 40, "fly": 50 }, "strength": 21, "dexterity": 9, "constitution": 15, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": null, "perception": 10, "skills": { "history": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in." }, { "name": "Tentacle (Material Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Withering Touch (Ethereal Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.", "attack_bonus": 8, "damage_dice": "3d6+4" }, { "name": "Form Swap", "desc": "As a bonus action, the nihileth can alter between its material and ethereal forms at will." }, { "name": "Tail (Material Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Enslave (3/day)", "desc": "The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth." } ], "bonus_actions": null, "reactions": [ { "name": "Void Body", "desc": "The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half." } ], "legendary_desc": "A nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth makes a Wisdom (Perception) check." }, { "name": "Tail Swipe", "desc": "The aboleth makes one tail attack." }, { "name": "Psychic Drain (Costs 2 Actions)", "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Undead Fortitude", "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead." }, { "name": "Dual State", "desc": "A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet." }, { "name": "Void Aura", "desc": "The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura." }, { "name": "Infecting Telepathy", "desc": "If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack." }, { "name": "Nihileth's Lair", "desc": "on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw." }, { "name": "Regional Effects", "desc": "the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected." } ], "spell_list": [], "page_no": 8, "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_aboleth-nihilith/" }, { "slug": "abominable-beauty", "desc": "_An otherworldly humanoid of such indescribable beauty, it pains anyone’s eyes to gaze upon her._ \n**Beauty that Destroys.** An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long‐legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins. \n**Jealous and Cruel.** Abominable beauties are so consumed with being the most beautiful creature in the region that they almost invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own. \n**Male of the Species.** Male abominable beauties are rare but even more jealous in their rages.", "name": "Abominable Beauty", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "22d8+88", "speed": { "walk": 30 }, "strength": 17, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 16, "charisma": 26, "strength_save": null, "dexterity_save": 8, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 12, "perception": 7, "skills": { "deception": 12, "perception": 7, "performance": 12, "persuasion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 17", "languages": "Common, Draconic, Elvish, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The abominable beauty makes two slam attacks." }, { "name": "Slam", "desc": "+8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage." }, { "name": "Blinding Gaze (Recharge 5-6)", "desc": "A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze." }, { "name": "Deafening Voice (Recharge 5-6)", "desc": "An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Burning Touch", "desc": "The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage." } ], "spell_list": [], "page_no": 11, "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_abominable-beauty/" }, { "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": "adult-cave-dragon", "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": "Adult Cave Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 243, "hit_dice": "18d12+126", "speed": { "walk": 40, "climb": 40, "burrow": 40 }, "strength": 26, "dexterity": 12, "constitution": 24, "intelligence": 12, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 10, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, poison, thunder", "condition_immunities": "poisoned", "senses": "blindsight 120 ft., passive Perception 20", "languages": "Common, Darakhul, Draconic, Dwarvish, Goblin", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.", "attack_bonus": 13, "damage_dice": "3d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ruff Spikes", "desc": "When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Reset Ruff Spikes", "desc": "The dragon can use its ruff spikes as a reaction again before its next turn." }, { "name": "Tail", "desc": "The dragon makes a tail attack." }, { "name": "Swift Bite (Costs 2 Actions)", "desc": "The dragon makes two bite attacks." } ], "special_abilities": [ { "name": "Darkness Aura", "desc": "An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action." }, { "name": "Earth Glide", "desc": "An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, speak with dead\n\n3/day each: blur, counterspell, darkness, web\n\n1/day each: dispel magic, hold person" }, { "name": "Cave Dragon's Lair", "desc": "on 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\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\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\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." }, { "name": "Regional Effects", "desc": "the 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\n- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair.\n\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\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." } ], "spell_list": [], "page_no": 125, "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_adult-cave-dragon/" }, { "slug": "adult-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Adult Flame Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "17d12+102", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 19, "dexterity": 14, "constitution": 23, "intelligence": 17, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 10, "perception": 12, "skills": { "deception": 10, "insight": 7, "perception": 12, "persuasion": 10, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22", "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Shifting Flames", "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." } ], "spell_list": [], "page_no": 129, "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_adult-flame-dragon/" }, { "slug": "adult-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Adult Mithral Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "walk": 40, "fly": 80 }, "strength": 27, "dexterity": 18, "constitution": 21, "intelligence": 20, "wisdom": 21, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": 10, "wisdom_save": 10, "charisma_save": 10, "perception": 10, "skills": { "athletics": 13, "history": 10, "insight": 10, "perception": 10, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: dispel magic, enhance ability" }, { "name": "Spellcasting", "desc": "the dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy" } ], "spell_list": [], "page_no": 133, "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_adult-mithral-dragon/" }, { "slug": "adult-rime-worm", "desc": "_These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate._ \nRime worms are sometimes kept as guards by frost giants. \n_**Ice Burrowers.**_ The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. \n_**Spray Black Ice.**_ The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous.", "name": "Adult Rime Worm", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d10+50", "speed": { "walk": 30, "swim": 30, "burrow": 30 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 6, "wisdom": 14, "charisma": 3, "strength_save": 8, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, necrotic", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 12", "languages": "-", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The rime worm makes two tendril attacks." }, { "name": "Tendril", "desc": "Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Devour", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.", "attack_bonus": 8, "damage_dice": "2d12" }, { "name": "Black Ice Spray (Recharge 5-6)", "desc": "The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Born of Rime", "desc": "A rime worm can breathe air or water with equal ease." }, { "name": "Ringed by Ice and Death", "desc": "A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately." } ], "spell_list": [], "page_no": 327, "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_adult-rime-worm/" }, { "slug": "adult-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Adult Sea Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "walk": 40, "fly": 80, "swim": 60 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 17, "wisdom": 15, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 12, "skills": { "perception": 12, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22", "languages": "Common, Draconic", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." } ], "spell_list": [], "page_no": 135, "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_adult-sea-dragon/" }, { "slug": "adult-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Adult Void Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 229, "hit_dice": "17d12+119", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 24, "dexterity": 10, "constitution": 25, "intelligence": 16, "wisdom": 13, "charisma": 21, "strength_save": null, "dexterity_save": 5, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 10, "perception": 11, "skills": { "arcana": 13, "history": 13, "perception": 11, "persuasion": 10, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 21", "languages": "Common, Draconic, Void Speech", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.", "attack_bonus": 12, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8" }, { "name": "Aura of Madness", "desc": "As ancient void dragon, with DC 18 Wisdom saving throw." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The dragon magically teleports to any open space within 100 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Void Slip (Costs 2 Actions)", "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet." }, { "name": "Void Cache (Costs 3 Actions)", "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard." } ], "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Void Dweller", "desc": "As ancient void dragon." } ], "spell_list": [], "page_no": 139, "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_adult-void-dragon/" }, { "slug": "adult-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Adult Wind Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 237, "hit_dice": "19d12+114", "speed": { "walk": 40, "fly": 90 }, "strength": 24, "dexterity": 19, "constitution": 22, "intelligence": 16, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 10, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 10, "perception": 14, "skills": { "acrobatics": 10, "intimidation": 10, "perception": 14, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 24", "languages": "Common, Draconic, Primordial", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage." } ], "spell_list": [], "page_no": 143, "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_adult-wind-dragon/" }, { "slug": "al-aeshma-genie", "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._ \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d10+90", "speed": { "hover": true, "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The al-Aeshma makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Dust Devil", "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Hatred", "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents." }, { "name": "Bound", "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder." }, { "name": "Elemental Demise", "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying." }, { "name": "Ill Wind", "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action." }, { "name": "Innate Spellcasting", "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image" }, { "name": "Regeneration", "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 211, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_al-aeshma-genie/" }, { "slug": "ala", "desc": "_Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind._ \n**Daughters of the Whirlwind.** Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful stormwind. \nAlas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel hail or thunderstorms spawn around them. \n**Enormous Appetites.**The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory tribes of savage humanoids may beg an ala’s favor (or divert its wrath) with gifts of bound captives. \n**Energized by Storms.** In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead, because such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning.", "name": "Ala", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30, "fly": 40 }, "strength": 20, "dexterity": 16, "constitution": 18, "intelligence": 10, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "athletics": 8, "perception": 9, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, poison, thunder", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The ala makes two claw attacks or one claw and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Lightning's Kiss (Recharge 5-6)", "desc": "One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Poison Flesh", "desc": "The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage." }, { "name": "Storm's Strength", "desc": "If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage." } ], "spell_list": [], "page_no": 13, "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_ala/" }, { "slug": "alehouse-drake", "desc": "_This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws._ \n**Scaled Barflies.** Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons’ emotions, driving crowds to ecstatic cheers or bloody bar fights. \nAlehouse drakes make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab. \n**Relentless Gossips.** Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and often trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but usually only to secure a comfortable spot in their chosen tavern. \n**Family Heirlooms.** Alehouse drakes are one to two feet long on average and weigh about eighteen lb. with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years—some are quite beloved by innkeeping families, and treated bit like family heirlooms.", "name": "Alehouse Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "", "hit_points": 65, "hit_dice": "10d4+40", "speed": { "walk": 40, "fly": 80 }, "strength": 7, "dexterity": 16, "constitution": 19, "intelligence": 11, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 5, "insight": 3, "persuasion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d4" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds." }, { "name": "Discombobulating Touch", "desc": "An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: friends, vicious mockery\n\n5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter\n\n3/day each: confusion, invisibility" }, { "name": "Forgetful Spellcasting", "desc": "When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting." } ], "spell_list": [], "page_no": 148, "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_alehouse-drake/" }, { "slug": "algorith", "desc": "_Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws._ \n**Creatures of Pure Reason.**They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods. \n**Foes of Chaos.**They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch. \nAlgoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust. \n**Social but Mysterious.** In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh.The algoriths themselves refuse to discuss these formulas with those who do not comprehend them. \n**Constructed Nature.** An algorith doesn’t require air, food, drink, or sleep.", "name": "Algorith", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 40, "fly": 40 }, "strength": 21, "dexterity": 14, "constitution": 19, "intelligence": 13, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": 7, "skills": { "athletics": 9, "insight": 7, "investigation": 5, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, lightning", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Common, Celestial, Draconic, Infernal", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The algorith makes two logic razor attacks." }, { "name": "Logic Razor", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.", "attack_bonus": 9, "damage_dice": "4d12" }, { "name": "Cone of Negation (Recharge 5-6)", "desc": "An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target." }, { "name": "Reality Bomb (5/Day)", "desc": "The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The algorith is immune to any spell or effect that would alter its form." }, { "name": "Innate Spellcasting", "desc": "The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: aid, blur, detect magic, dimension door\n\n5/day each: dispel magic\n\n1/day: commune (5 questions), wall of force" } ], "spell_list": [], "page_no": 14, "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_algorith/" }, { "slug": "alseid", "desc": "_Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs._ \n**Forest Guardians.** Alseids see the forest as an individual and a friend.They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest. \n**Antlers Show Status.** Alseids have antlers growing from their foreheads.These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment. \n**White-Tailed Wanderers.** Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.", "name": "Alseid", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 49, "hit_dice": "9d8+9", "speed": { "walk": 40 }, "strength": 13, "dexterity": 17, "constitution": 12, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 3, "perception": 5, "stealth": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 3, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Woodfriend", "desc": "When in a forest, alseid leave no tracks and automatically discern true north." } ], "spell_list": [], "page_no": 15, "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_alseid/" }, { "slug": "alseid-grovekeeper", "desc": "", "name": "Alseid Grovekeeper", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "studded leather Armor", "hit_points": 71, "hit_dice": "13d8+13", "speed": { "walk": 40 }, "strength": 13, "dexterity": 17, "constitution": 12, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 3, "perception": 5, "stealth": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Quarterstaff", "desc": "Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.", "attack_bonus": 3, "damage_dice": "1d6+1" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spellcasting", "desc": "the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic" }, { "name": "Woodfriend", "desc": "When in a forest, alseid leave no tracks and automatically discern true north." } ], "spell_list": [], "page_no": 15, "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_alseid-grovekeeper/" }, { "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": "ancient-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Ancient Flame Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 481, "hit_dice": "26d20+208", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 23, "dexterity": 14, "constitution": 27, "intelligence": 19, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 9, "constitution_save": 15, "intelligence_save": 10, "wisdom_save": null, "charisma_save": 13, "perception": 17, "skills": { "deception": 13, "insight": 10, "perception": 17, "persuasion": 13, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Shifting Flames", "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." }, { "name": "Flame Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can't stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n\n- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies." }, { "name": "Regional Effects", "desc": "the region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n\n- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n\n- Sulfur geysers form in and around the dragon's lair. Some of them erupt only once an hour, so they're spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n\nif the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are." } ], "spell_list": [], "page_no": 128, "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_ancient-flame-dragon/" }, { "slug": "ancient-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Ancient Mithral Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "17d20+119", "speed": { "walk": 40, "fly": 80 }, "strength": 29, "dexterity": 16, "constitution": 25, "intelligence": 24, "wisdom": 25, "charisma": 24, "strength_save": null, "dexterity_save": 9, "constitution_save": 13, "intelligence_save": 13, "wisdom_save": 13, "charisma_save": 13, "perception": 13, "skills": { "athletics": 15, "history": 13, "insight": 13, "intimidation": 13, "perception": 13, "persuasion": 13 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 15, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.", "attack_bonus": 15, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 15, "damage_dice": "2d10" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: counterspell, dispel magic, enhance ability" }, { "name": "Mithral Shards", "desc": "Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled." }, { "name": "Spellcasting", "desc": "the dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy\n\n4th level (3 slots): dimension door, stoneskin, wall of fire\n\n5th level (2 slots): polymorph, teleportation circle\n\n6th level (1 slot): guards and wards\n\n7th level (1 slot): forcecage\n\n8th level (1 slot): antimagic field" } ], "spell_list": [], "page_no": 132, "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_ancient-mithral-dragon/" }, { "slug": "ancient-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Ancient Sea Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 481, "hit_dice": "26d20+208", "speed": { "walk": 40, "fly": 80, "swim": 80 }, "strength": 29, "dexterity": 10, "constitution": 27, "intelligence": 19, "wisdom": 17, "charisma": 21, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "perception": 17, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Infernal, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." }, { "name": "Sea Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can't use the same effect two rounds in a row:\n\n- Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall's space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round." }, { "name": "Regional Effects", "desc": "the region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n\n- Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n\n- Storms and rough water are more common within 6 miles of the lair.\n\nif the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days." } ], "spell_list": [], "page_no": 135, "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_ancient-sea-dragon/" }, { "slug": "ancient-titan", "desc": "_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._ \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse. \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons. \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.", "name": "Ancient Titan", "size": "Gargantuan", "type": "Celestial", "subtype": "titan", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": "breastplate", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "walk": 50 }, "strength": 27, "dexterity": 13, "constitution": 22, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "athletics": 14, "intimidation": 9, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common, Giant, Primordial, Titan, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The ancient titan makes two greatsword attacks or two longbow attacks" }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.", "attack_bonus": 12, "damage_dice": "8d6" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.", "attack_bonus": 5, "damage_dice": "4d8" }, { "name": "Eldritch Singularity (Recharge 5-6)", "desc": "The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ancient titan has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill" } ], "spell_list": [], "page_no": 380, "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_ancient-titan/" }, { "slug": "ancient-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Ancient Void Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 448, "hit_dice": "23d20+207", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 28, "dexterity": 10, "constitution": 29, "intelligence": 18, "wisdom": 15, "charisma": 23, "strength_save": null, "dexterity_save": 7, "constitution_save": 16, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 13, "perception": 16, "skills": { "arcana": 18, "history": 18, "perception": 16, "persuasion": 13, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 26", "languages": "Celestial, Common, Draconic, Infernal, Primordial, Void Speech", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Aura of Madness", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The dragon magically teleports to any open space within 100 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Void Slip (Costs 2 Actions)", "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet." }, { "name": "Void Cache (Costs 3 Actions)", "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard." } ], "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Collapsing Star", "desc": "When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Void Dweller", "desc": "Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time." }, { "name": "Void Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n\n- The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw." }, { "name": "Regional Effects", "desc": "the region containing a legendary void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n\n- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area.\n\n- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon's lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n\nif the dragon dies, these effects fade over the course of 1d10 days." } ], "spell_list": [], "page_no": 138, "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_ancient-void-dragon/" }, { "slug": "ancient-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Ancient Wind Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 120 }, "strength": 28, "dexterity": 19, "constitution": 26, "intelligence": 18, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 11, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "acrobatics": 11, "arcana": 11, "intimidation": 12, "perception": 17, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, ranged weapons", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 27", "languages": "Common, Draconic, Dwarvish, Elvish, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons." }, { "name": "Wind Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn." } ], "spell_list": [], "page_no": 142, "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_ancient-wind-dragon/" }, { "slug": "andrenjinyi", "desc": "_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._ \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction. \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation. \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check. \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals. \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.", "name": "Andrenjinyi", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 228, "hit_dice": "13d20+91", "speed": { "walk": 60, "burrow": 20, "climb": 20, "swim": 60 }, "strength": 30, "dexterity": 17, "constitution": 25, "intelligence": 10, "wisdom": 18, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 11, "perception": 9, "skills": { "arcana": 5, "perception": 9, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 19", "languages": "Common, Celestial, Giant, Sylvan", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.", "attack_bonus": 15, "damage_dice": "4d12" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.", "attack_bonus": 15, "damage_dice": "4d12" }, { "name": "Rainbow Arch", "desc": "The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute." }, { "name": "Swallow Whole", "desc": "If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action." }, { "name": "Transmuting Gullet", "desc": "When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The andrenjinyi can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth" }, { "name": "Magic Resistance", "desc": "The andrenjinyi has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The andrenjinyi's weapon attacks are magical." } ], "spell_list": [], "page_no": 18, "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_andrenjinyi/" }, { "slug": "angatra", "desc": "_This withered creature wrapped in gore-stained rags. They can pull back a tattered hood to reveal glowing eyes hungry with bloodlust._ \nIn certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed. \n**Bound Remains Entombed.** The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead. \n**Slow Ritual Cleansing.** Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once‑accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra. \n**Angry Spirit.** The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to to share the torment and wrath it endured while its spirit lingered.", "name": "Angatra", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d8+40", "speed": { "walk": 50 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 8, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 8 }, "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": "all languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The angatra makes two attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.", "attack_bonus": 8, "damage_dice": "2d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Agonizing Gaze", "desc": "When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save." }, { "name": "Ancestral Wrath", "desc": "The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks." } ], "spell_list": [], "page_no": 19, "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_angatra/" }, { "slug": "angel-chained", "desc": "_Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs._ \n**Broken and Chained.** These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly. \n**Chance at Redemption.** However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction.", "name": "Angel, Chained", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30, "fly": 60 }, "strength": 18, "dexterity": 16, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "piercing", "damage_immunities": "fire, radiant", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 17", "languages": "Common, Celestial, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The chained angel makes two fiery greatsword attacks." }, { "name": "Fiery Greatsword", "desc": "Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage." }, { "name": "Fallen Glory (Recharge 5-6)", "desc": "All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Fiendish Cunning", "desc": "When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Redemption", "desc": "Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week." } ], "spell_list": [], "page_no": 20, "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_angel-chained/" }, { "slug": "angler-worm", "desc": "_As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal._ \n**Silk Snares.** The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually.", "name": "Angler Worm", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d12+42", "speed": { "walk": 20, "climb": 20 }, "strength": 14, "dexterity": 5, "constitution": 16, "intelligence": 3, "wisdom": 14, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, poisoned, prone", "senses": "tremorsense 60 ft., passive Perception 12", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils-once it has coiled around one creature it stops coil attacks against others." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Coils", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.", "attack_bonus": 4, "damage_dice": "3d8" }, { "name": "Ethereal Lure (Recharge 4-6)", "desc": "The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines." }, { "name": "Keen Touch", "desc": "The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations." }, { "name": "Transparent Trap", "desc": "A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence." } ], "spell_list": [], "page_no": 22, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_angler-worm/" }, { "slug": "anubian", "desc": "_An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures._ \n**Piles of Dust.** An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand. \n**Death to the Unarmored.** In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage. \n**Sandstorm Tag Teams.** Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets. \n**Elemental Nature.** An anubian doesn’t require air, food, drink, or sleep.", "name": "Anubian", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 11", "languages": "Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The anubian makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Haboob (1/Day)", "desc": "The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Stealth", "desc": "The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain" }, { "name": "Sand Step", "desc": "Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through." }, { "name": "Vulnerability to Water", "desc": "For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn." } ], "spell_list": [], "page_no": 24, "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_anubian/" }, { "slug": "arbeyach", "desc": "", "name": "Arbeyach", "size": "Large", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 275, "hit_dice": "22d10+154", "speed": { "walk": 40, "burrow": 20, "climb": 40, "fly": 80, "hover": true }, "strength": 22, "dexterity": 20, "constitution": 25, "intelligence": 19, "wisdom": 21, "charisma": 25, "strength_save": null, "dexterity_save": 12, "constitution_save": 14, "intelligence_save": null, "wisdom_save": 12, "charisma_save": 14, "perception": 12, "skills": { "deception": 14, "insight": 12, "perception": 12, "stealth": 12 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "charmed, frightened, poisoned, stunned", "senses": "truesight 120 ft., passive Perception 22", "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "Arbeyach makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.", "attack_bonus": 13, "damage_dice": "1d8" }, { "name": "Vermin Breath (Recharge 5-6)", "desc": "Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "Arbeyach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "Arbeyach moves up to half its speed, using any movement mode it wishes." }, { "name": "Poison", "desc": "Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spell (Costs 2 Actions)", "desc": "Arbeyach casts a spell." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If Arbeyach fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "Arbeyach has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "Arbeyach's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:\n\nat will: poison spray\n\n3/day each: fog cloud, stinking cloud\n\n1/day each: cloudkill, contagion, insect plague" }, { "name": "Fear Aura", "desc": "Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours." }, { "name": "Aura of Virulence", "desc": "Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition." }, { "name": "Swarm Prince", "desc": "Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil." } ], "spell_list": [], "page_no": 95, "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_arbeyach/" }, { "slug": "arboreal-grappler", "desc": "_Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below._ \nAn arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur. \n**Carry Prey to the Heights.** Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across. \n**Clans in the Canopy.** Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check. \n**Carnivorous Elf Hunters.** Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures.", "name": "Arboreal Grappler", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 10, "climb": 40 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The arboreal grappler makes one bite attack and two tentacle attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Boscage Brachiation", "desc": "The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing." } ], "spell_list": [], "page_no": 25, "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_arboreal-grappler/" }, { "slug": "aridni", "desc": "_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._ \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice. \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic. \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.", "name": "Aridni", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "walk": 20, "fly": 60 }, "strength": 9, "dexterity": 21, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 11, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Gnoll, Sylvan, Void Speech", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Pixie Bow", "desc": "Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Slaver Arrows", "desc": "An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The aridni has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth" } ], "spell_list": [], "page_no": 26, "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_aridni/" }, { "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": "ash-drake", "desc": "_A lean and dull-scaled ash drake often perches on a chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out._ \n**Chimney Nesting.** Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and its workers alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the beasts and appreciate the added security they bring. \n**Hunt Strays and Pets.** Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature’s intensely hot and sooty breath weapon. \nWhile an ash drake is three feet long with a four-foot long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten lb. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. If the new couple roosts in a city or town, the nearby streets know it, as the air becomes nearly unbreathable with soot. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age. \n**Volcanic Haunts.** Ash drakes outside a city live in or near volcanic plateaus, and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash.", "name": "Ash Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 117, "hit_dice": "18d6+54", "speed": { "walk": 30, "fly": 60 }, "strength": 14, "dexterity": 15, "constitution": 16, "intelligence": 9, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The ash drake makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Ash Cloud", "desc": "An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds." }, { "name": "Ash Breath (recharge 6)", "desc": "An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 149, "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_ash-drake/" }, { "slug": "automata-devil", "desc": "_A nightmare wrapped in chains and built of cutting cogs and whirring gears, an automata devil howls like a hurricane in battle. Once chain devils, automata devils have been promoted to greater power._ \n**Guards and Overseers.** Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories. \n**Pierced by Chain and Wire.** This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—have been sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders. \n**Coiled Metal Whips.** The creature’s back is broad and massive. Its head is a black mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, filled with spines.", "name": "Automata Devil", "size": "Large", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10+80", "speed": { "walk": 40 }, "strength": 24, "dexterity": 17, "constitution": 20, "intelligence": 11, "wisdom": 14, "charisma": 19, "strength_save": 11, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": null, "skills": { "athletics": 11, "intimidation": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Common, Infernal; telepathy 100 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.", "attack_bonus": 11, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 11, "damage_dice": "2d6" }, { "name": "Whip", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.", "attack_bonus": 11, "damage_dice": "1d8" }, { "name": "Punishing Maw", "desc": "If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 + 7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely \"spit out\"a creature or corpse during its turn, to free up the maw for another victim." }, { "name": "Fear Aura", "desc": "Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The automata devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: charm person, suggestion, teleport\n\n1/day each: banishing smite, cloudkill" } ], "spell_list": [], "page_no": 102, "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_automata-devil/" }, { "slug": "azza-gremlin", "desc": "_These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears._ \n**Lightning Lovers.** Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning. \n**Magnetic Flight.** Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures. \n**Work with Spellcasters.** Although they aren’t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. \nAzza gremlins stand 12 to 18 inches tall and weigh approximately 8 lb.", "name": "Azza Gremlin", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "", "hit_points": 7, "hit_dice": "2d6", "speed": { "walk": 10, "fly": 40, "hover": true }, "strength": 5, "dexterity": 18, "constitution": 10, "intelligence": 12, "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": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Lightning Jolt", "desc": "Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.", "attack_bonus": 6, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": [ { "name": "Ride the Bolt", "desc": "The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Contagious Lightning", "desc": "A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "spell_list": [], "page_no": 28, "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_azza-gremlin/" }, { "slug": "baba-yagas-horsemen-black-night", "desc": "", "name": "Baba Yaga's Horsemen, Black Night", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 20, "armor_desc": "plate and shield", "hit_points": 171, "hit_dice": "18d8+90", "speed": { "walk": 30 }, "strength": 22, "dexterity": 11, "constitution": 21, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "arcana": 7, "athletics": 10, "history": 7, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, lightning, poison", "condition_immunities": "exhaustion, paralyzed, poisoned", "senses": "Devil sight 120ft, passive Perception 18", "languages": "Celestial, Common, Infernal; telepathy 100 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available." }, { "name": "Lance", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "1d12+6" }, { "name": "Longsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "1d8" }, { "name": "Temporal Strike (recharge 5-6)", "desc": "When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Black Night", "desc": "The horseman can see perfectly in normal and magical darkness" }, { "name": "Innate Spellcasting", "desc": "the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: ray of frost\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: darkness\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)" }, { "name": "Magic Resistance", "desc": "The horseman has advantage on saving throws against spells and other magical effects." }, { "name": "Peerless Rider", "desc": "Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage." }, { "name": "Quick Draw", "desc": "The horseman can switch between wielding its lance and longsword as a bonus action." } ], "spell_list": [], "page_no": 29, "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_baba-yagas-horsemen-black-night/" }, { "slug": "baba-yagas-horsemen-bright-day", "desc": "", "name": "Baba Yaga's Horsemen, Bright Day", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 20, "armor_desc": "plate and shield", "hit_points": 171, "hit_dice": "18d8+90", "speed": { "walk": 30 }, "strength": 22, "dexterity": 11, "constitution": 21, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "arcana": 7, "athletics": 10, "history": 7, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, poison", "condition_immunities": "exhaustion, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Celestial, Common, Infernal; telepathy 100 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available." }, { "name": "Lance", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.", "attack_bonus": 0, "damage_dice": "1d12+6" }, { "name": "Longsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "1d8" }, { "name": "Temporal Strike (recharge 5-6)", "desc": "When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day: daylight\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)" }, { "name": "Magic Resistance", "desc": "The horseman has advantage on saving throws against spells and other magical effects." }, { "name": "Peerless Rider", "desc": "Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage." }, { "name": "Quick Draw", "desc": "The horseman can switch between wielding its lance and longsword as a bonus action." } ], "spell_list": [], "page_no": 29, "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_baba-yagas-horsemen-bright-day/" }, { "slug": "baba-yagas-horsemen-red-sun", "desc": "", "name": "Baba Yaga's Horsemen, Red Sun", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 20, "armor_desc": "plate and shield", "hit_points": 171, "hit_dice": "18d8+90", "speed": { "walk": 30 }, "strength": 22, "dexterity": 11, "constitution": 21, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 8, "skills": { "arcana": 7, "athletics": 10, "history": 7, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, lightning, poison", "condition_immunities": "blinded, charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "passive Perception 18", "languages": "Celestial, Common, Infernal; telepathy 100 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available." }, { "name": "Lance", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "1d12+6" }, { "name": "Longsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "1d8" }, { "name": "Temporal Strike (recharge 5-6)", "desc": "When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\n1/day each: dimension door, fire shield, haste, slow\n\n2/day each: continual flame, scorching ray\n\n3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)" }, { "name": "Magic Resistance", "desc": "The horseman has advantage on saving throws against spells and other magical effects." }, { "name": "Peerless Rider", "desc": "Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage." }, { "name": "Quick Draw", "desc": "The horseman can switch between wielding its lance and longsword as a bonus action." } ], "spell_list": [], "page_no": 29, "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_baba-yagas-horsemen-red-sun/" } ] }{ "count": 3207, "next": "