Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=hit_dice&page=29
https://api.open5e.com/monsters/?format=api&ordering=hit_dice&page=30", "previous": "https://api.open5e.com/monsters/?format=api&ordering=hit_dice&page=28", "results": [ { "slug": "soldier-squad-a5e", "desc": "", "name": "Soldier Squad", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Spears", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 31 (6d6 + 10) piercing damage or half damage if the squad is bloodied." } ], "bonus_actions": [ { "name": "Tactical Movement", "desc": "Until the end of the squads turn, their Speed is halved and their movement doesn't provoke opportunity attacks." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Area Vulnerability", "desc": "The squad takes double damage from any effect that targets an area." }, { "name": "Squad Dispersal", "desc": "When the squad is reduced to 0 hit points, it turns into 2 (1d4) soldiers with 9 hit points each." }, { "name": "Squad", "desc": "The squad is composed of 5 or more soldiers. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing." } ], "spell_list": [], "page_no": 494, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_soldier-squad/" }, { "slug": "spymaster-a5e", "desc": "", "name": "Spymaster", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 35 }, "strength": 10, "dexterity": 16, "constitution": 14, "intelligence": 12, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "acrobatics": 6, "deception": 4, "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 14", "languages": "any two", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage." }, { "name": "Hand Crossbow", "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage." } ], "bonus_actions": [ { "name": "Cunning Action", "desc": "The assassin takes the Dash, Disengage, Hide, or Use an Object action." }, { "name": "Rapid Attack", "desc": "The assassin attacks with their shortsword." }, { "name": "Don Disguise", "desc": "The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails." }, { "name": "Study Adversary", "desc": "The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Assassinate", "desc": "During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn." }, { "name": "Dangerous Poison", "desc": "As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition." }, { "name": "Evasion", "desc": "When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure." }, { "name": "Sneak Attack (1/Turn)", "desc": "The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack." } ], "spell_list": [], "page_no": 468, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_spymaster/" }, { "slug": "painted-phantasm", "desc": "", "name": "Painted Phantasm", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 7, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60', passive Perception 15", "languages": "knows creator's, can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "2 Paint Slashes or 1 Capture Image and 1 Paint Slash." }, { "name": "Capture Image", "desc": "Melee Spell Attack: +6 to hit, 5 ft., one target, 22 (4d10) force and target captured as image on flat surface of phantasm's choice within 60' of it (DC 15 Cha negates). While an image target appears on surface as a painting drawing or similar and is incapacitated and restrained. Target can see and hear outside surface but can't target those outside surface with spells or cast spells or use features that allow it to leave surface. If surface where target is captured takes damage target takes half. If surface is reduced to 0 hp target freed. Dispel magic (DC 15) cast on surface also frees captured creature. If phantasm takes 20+ damage on a single turn phantasm must make DC 15 Cha save at end of that turn or lose focus releasing all captured creatures." }, { "name": "Paint Slash", "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 16 (3d10) poison." }, { "name": "Painting Sensor", "desc": "While touching one artwork can see and hear through another it has previously touched as if it was in that artwork's space if within 1 mile of it. “Artwork” can mean any painting drawing or design on a flat surface including pattern on a wall or in a book." } ], "bonus_actions": [ { "name": "Painting Portal", "desc": "Uses 10 ft. of move to step magically into one artwork within reach and emerge from 2nd artwork within 100' of 1st appearing in unoccupied space within 5 ft. of 2nd. If both are Large or larger can bring up to 3 willing creatures." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Construct Nature", "desc": "Doesn't require air food drink or sleep." }, { "name": "Immutable Form", "desc": "Immune: form-altering spells/effects." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 312, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_painted-phantasm/" }, { "slug": "snatch-bat", "desc": "", "name": "Snatch Bat", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 20, "fly": 40 }, "strength": 16, "dexterity": 20, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "force, psychic", "damage_immunities": "", "condition_immunities": "blinded, charmed, exhaustion", "senses": "blindsight 60' (blind beyond), passive Perception 14", "languages": "understands Deep Speech and Umbral but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "Three Claw attacks or two Claw attacks and one Pilfering Bite attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit 5.' one target 12 (2d6+5) slashing damage." }, { "name": "Pilfering Bite", "desc": "Melee Weapon Attack: +8 to hit, 10 ft., one target, 10 (2d4+5) piercing damage. Instead of dealing damage the snatch bat can steal one item the target is wearing or carrying provided the item weighs no more than 10 pounds isn't a weapon and isn't wrapped around or firmly attached to the target. Ex: snatch bat could steal a hat or belt pouch but not a creature's shirt or armor. Bat holds stolen item in its long neck-arm and must regurgitate that item (no action required) before it can make another Pilfering Bite." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "Doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Treasure Sense", "desc": "Can pinpoint by scent the location of precious metals gemstones and jewelry within 60' of it and can sense the general direction of such objects within 1 mile of it." } ], "spell_list": [], "page_no": 349, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_snatch-bat/" }, { "slug": "mountain-nymph", "desc": "The pitiless eyes of this elven creature are black as pitch with neither white nor iris._ \n**Born to Hunt.** Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fully-grown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears. \n**Despoilers of Despoilers.** Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore. \n**Relentless Stalkers.** Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink.", "name": "Mountain Nymph", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "leather armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 12, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 7, "survival": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 17", "languages": "Common, Elvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The mountain nymph makes three longbow attacks." }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hunter's Foresight", "desc": "The mountain nymph can see the immediate future of a creature affected by her hunter's mark spell. While hunter's mark is active on a creature, the mountain nymph has advantage on attack rolls against the creature and on saving throws against the creature's spells and special abilities." }, { "name": "Mountain Walk", "desc": "The mountain nymph can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost her extra movement." }, { "name": "Point Blank Hunter", "desc": "When the mountain nymph makes a ranged attack with a bow, she doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though she may still have disadvantage from other sources." }, { "name": "Innate Spellcasting", "desc": "The mountain nymph's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: hunter's mark\n3/day each: misty step, spike growth\n1/day: pass without trace" } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_mountain-nymph/" }, { "slug": "primal-oozer", "desc": "This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls._ \n**Natives of the Swamp.** Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing. \n**Kinship with Mydnari.** Primal oozers have a natural kinship with Open Game License", "name": "Primal Oozer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 10, "swim": 20 }, "strength": 18, "dexterity": 13, "constitution": 16, "intelligence": 6, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing", "damage_immunities": "acid", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Acidic Slime", "desc": "A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage." }, { "name": "Ooze Plague", "desc": "The primal oozer's barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature's skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn't under the primal oozer's control, but it views the primal oozer as an ally." }, { "name": "Pack Tactics", "desc": "The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Slimy Body", "desc": "The primal oozer has advantage on ability checks and saving throws made to escape a grapple." } ], "spell_list": [], "page_no": 297, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_primal-oozer/" }, { "slug": "darakhul-high-priestess", "desc": "", "name": "Darakhul High Priestess", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "half plate", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 16, "intelligence": 12, "wisdom": 18, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 6, "perception": null, "skills": { "deception": 6, "insight": 8, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Darakhul", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The darakhul high priestess makes two claw attacks and one bite attack.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.", "name": "Bite" }, { "attack_bonus": 7, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.", "name": "Claw" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.", "name": "Frenzy" }, { "desc": "A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.", "name": "Master of Disguise" }, { "desc": "Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.", "name": "Stench" }, { "desc": "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.", "name": "Turning Defiance" }, { "desc": "The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians\n4th level (3 slots): banishment, stone shape\n5th level (2 slot): contagion, insect plague\n6th level (1 slot): create undead\n7th level (1 slot): regenerate\n8th level (1 slot): antimagic field", "name": "Spellcasting" } ], "spell_list": [], "page_no": 172, "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_darakhul-high-priestess/" }, { "slug": "razorleaf", "desc": "", "name": "Razorleaf", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 16, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold, necrotic", "damage_immunities": "", "condition_immunities": "blinded, deafened, exhaustion", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The razorleaf makes two lacerating leaves attacks.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "3d6+2", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) slashing damage.", "name": "Lacerating Leaves" }, { "desc": "The razorleaf shakes loose a deadly shower of slicing leaves. Each creature within 10 feet of the razorleaf must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.", "name": "Shower of Razors (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "As an action, the razorleaf can dig its roots into the ground, securing itself in place and causing the area in a 20-foot radius around it to be shrouded in shadow. While rooted in this way, the razorleaf's speed becomes 0, it can't be knocked prone, and its attacks deal an extra 3 (1d6) necrotic damage. This area is difficult terrain and nonmagical sources of light are only half as effective while within it. Small and smaller beasts with Intelligence 3 or lower in the area lose their natural coloration and turn pale grey. These creatures are charmed by the razorleaf while within the area. Plants and trees inside the area turn an ashen color. The razorleaf can recall its roots and end this effect as a bonus action.", "name": "Dark Ground" }, { "desc": "A creature that touches the razorleaf or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage.", "name": "Do Not Touch" }, { "desc": "While in bright light, the razorleaf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Light Sensitivity" } ], "spell_list": [], "page_no": 317, "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_razorleaf/" }, { "slug": "shadow-fey-poisoner", "desc": "", "name": "Shadow Fey Poisoner", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 11, "dexterity": 18, "constitution": 16, "intelligence": 13, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "acrobatics": 8, "deception": 6, "perception": 4, "persuasion": 6, "stealth": 12 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Common, Elvish", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Shortsword" }, { "attack_bonus": 8, "damage_dice": "1d8+4", "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Longbow" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.", "name": "Assassinate" }, { "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.", "name": "Born of Shadows" }, { "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.", "name": "Fey Ancestry" }, { "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.", "name": "Shadow Traveler (4/Day)" }, { "desc": "The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.", "name": "Sneak Attack (1/Turn)" }, { "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.", "name": "Traveler in Darkness" } ], "spell_list": [], "page_no": 148, "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_shadow-fey-poisoner/" }, { "slug": "dissimortuum", "desc": "_This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh and a third arm hangs from the right side of the creature’s body, its hand clutching a large sack stained with blood._ \n**Plague Bringers.** Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. \nWhen a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb. \n**Constructing Dissimortuum.** Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker. \n**Donning the Mask.** The mask of a dissimortuum is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object detects as magical with mixed enchantment and necromantic auras. It is a tempting souvenir, but anyone foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The character must make a successful DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The character acts normally for a day or two, but then the character notices periods of time that cannot be accounted for. During these times, the character gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the character is freed from domination as the undead creature is reborn.", "name": "Dissimortuum", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 8, "wisdom": 11, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dissimortuum makes three claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.", "attack_bonus": 5, "damage_dice": "3d8" }, { "name": "Terrifying Mask", "desc": "Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 119, "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_dissimortuum/" }, { "slug": "eleinomae", "desc": "_Eleinomae, or marsh nymphs, are beautiful fey who hold sway over many wetlands, from the chill to the tropical. They wear distinctive dresses fashioned from reeds and water lilies._ \n**Nets for Travelers.** Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma. \n**Aquatic Cemeteries.** They are known to keep the most handsome captives as companions—for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers. \n**Vain Singers.** While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies.", "name": "Eleinomae", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "swim": 30 }, "strength": 13, "dexterity": 19, "constitution": 16, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": 4, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": 5, "wisdom_save": 5, "charisma_save": 7, "perception": 5, "skills": { "deception": 7, "insight": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "Aquan, Common, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The eleinomae makes three dagger attacks and one reed flower net attack." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d4" }, { "name": "Reed Flower Net", "desc": "Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).", "attack_bonus": 7, "damage_dice": "0" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Unearthly Grace", "desc": "The eleinomae's Charisma modifier is added to its armor class (included above)." }, { "name": "Reed Walk", "desc": "The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment." }, { "name": "Innate Spellcasting", "desc": "the eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: dancing lights\n\n3/day each: charm person, suggestion\n\n2/day each: hallucinatory terrain, major image" } ], "spell_list": [], "page_no": 168, "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_eleinomae/" }, { "slug": "gilded-devil", "desc": "_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._ \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation. \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.", "name": "Gilded Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "coin mail", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 17, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": 6, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": null, "skills": { "deception": 9, "history": 5, "insight": 10, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60ft, passive Perception 14", "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The gilded devil makes two heavy flail attacks." }, { "name": "Heavy Flail (Scourge of Avarice)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d10+5" }, { "name": "Betrayal of Riches (Recharge 5-6)", "desc": "as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects" }, { "name": "Scorn Base Metals", "desc": "A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects." }, { "name": "Scourge of Avarice", "desc": "As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death." }, { "name": "Voracious Greed", "desc": "As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Liar's Largesse", "desc": "A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The gilded devil's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)" } ], "spell_list": [], "page_no": 106, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_gilded-devil/" }, { "slug": "nichny", "desc": "_These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing._ \n**Xenophobic.** The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests. \n**True and False Prophets.** They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false. \n**Answer Three Questions.** One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear.", "name": "Nichny", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 17, "dexterity": 19, "constitution": 17, "intelligence": 18, "wisdom": 18, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "acrobatics": 7, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Elvish, Primordial, Sylvan, Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The nichny makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Freedom of Movement", "desc": "A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack." }, { "name": "Imbue Luck (1/Day)", "desc": "Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours." }, { "name": "Innate Spellcasting", "desc": "the nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: detect magic, invisibility, magic missile, ray of frost\n\n3/day each: blink, dimension door, haste, polymorph (self only)\n\n1/day each: teleport, word of recall" }, { "name": "Luck Aura", "desc": "A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action." }, { "name": "Magic Resistance", "desc": "The nichny has advantage on saving throws against spells and other magical effects." }, { "name": "Soothsaying", "desc": "Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true." } ], "spell_list": [], "page_no": 303, "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_nichny/" }, { "slug": "owl-harpy", "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._ \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them. \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.", "name": "Owl Harpy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 20, "fly": 80, "hover": true }, "strength": 12, "dexterity": 17, "constitution": 16, "intelligence": 11, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 7, "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 12", "languages": "Common, Abyssal, Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The owl harpy makes two claw attacks and two talon attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hovering Darkness", "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning." }, { "name": "Luring Song", "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Quiet Flight", "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying." }, { "name": "Dissonance", "desc": "The owl harpy can't use its blindsight while deafened." }, { "name": "Innate Spellcasting", "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 246, "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_owl-harpy/" }, { "slug": "sand-hag", "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._ \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.", "name": "Sand Hag", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 6, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Dwarvish, Giant, Gnomish", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sand hag makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Scouring Sirocco (Recharge 5-6)", "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn." }, { "name": "Change Shape", "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The sand hag has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image" }, { "name": "Mimicry", "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." }, { "name": "Scorpion Step", "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft." } ], "spell_list": [], "page_no": 245, "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_sand-hag/" }, { "slug": "valkyrie", "desc": "_These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax._ \n**Choosers of the Slain.** Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing Open Game License", "name": "Valkyrie", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "chain mail) or 18 (chain mail with shield", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "fly": 30 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 19, "charisma": 18, "strength_save": 12, "dexterity_save": 12, "constitution_save": 11, "intelligence_save": 5, "wisdom_save": 8, "charisma_save": 12, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened", "senses": "truesight 60 ft., passive Perception 18", "languages": "Common, Dwarvish, Giant, and see Gift of Tongues", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d8" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.", "attack_bonus": 8, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "A valkyrie can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.", "legendary_actions": [ { "name": "Cast a Cantrip", "desc": "The valkyrie casts one spell from her at-will list." }, { "name": "Spear or Longsword Attack", "desc": "The valkyrie makes one longsword or spear attack." }, { "name": "Harvest the Fallen (Costs 2 Actions)", "desc": "A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example)." } ], "special_abilities": [ { "name": "Asgardian Weapons", "desc": "The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below)." }, { "name": "Cloak of Doom", "desc": "Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will." }, { "name": "Gift of Tongues", "desc": "Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever." }, { "name": "Innate Spellcasting", "desc": "the valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nat will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy\n\n5/day each: gentle repose, healing word, warding bond\n\n3/day each: beacon of hope, mass healing word, revivify\n\n1/day each: commune, death ward, freedom of movement, geas" } ], "spell_list": [], "page_no": 396, "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_valkyrie/" }, { "slug": "gladiator", "desc": "**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.", "name": "Gladiator", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any alignment", "armor_class": 16, "armor_desc": "studded leather, shield", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 15, "strength_save": 7, "dexterity_save": 5, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 10, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "any one language (usually Common)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The gladiator makes three melee attacks or two ranged attacks." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Shield Bash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "2d4", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brave", "desc": "The gladiator has advantage on saving throws against being frightened." }, { "name": "Brute", "desc": "A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)." } ], "spell_list": [], "page_no": 399, "environments": [ "Urban", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_gladiator/" }, { "slug": "night-hag", "desc": "", "name": "Night Hag", "size": "Medium", "type": "Fiend", "subtype": "", "group": "Hags", "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "deception": 7, "insight": 6, "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Abyssal, Common, Infernal, Primordial", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Claws (Hag Form Only)", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8", "damage_bonus": 4 }, { "name": "Change Shape", "desc": "The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." }, { "name": "Etherealness", "desc": "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession." }, { "name": "Nightmare Haunting (1/Day)", "desc": "While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, magic missile\n2/day each: plane shift (self only), ray of enfeeblement, sleep" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Night Hag Items", "desc": "A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.\nHeartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.\nSoul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)." }, { "name": "Hag Coven", "desc": "When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos." }, { "name": "Shared Spellcasting (Coven Only)", "desc": "While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier." }, { "name": "Hag Eye (Coven Only)", "desc": "A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/magic-missile/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api", "https://api.open5e.com/v2/spells/ray-of-enfeeblement/?format=api", "https://api.open5e.com/v2/spells/sleep/?format=api", "https://api.open5e.com/v2/spells/identify/?format=api", "https://api.open5e.com/v2/spells/ray-of-sickness/?format=api", "https://api.open5e.com/v2/spells/hold-person/?format=api", "https://api.open5e.com/v2/spells/locate-object/?format=api", "https://api.open5e.com/v2/spells/bestow-curse/?format=api", "https://api.open5e.com/v2/spells/counterspell/?format=api", "https://api.open5e.com/v2/spells/lightning-bolt/?format=api", "https://api.open5e.com/v2/spells/phantasmal-killer/?format=api", "https://api.open5e.com/v2/spells/polymorph/?format=api", "https://api.open5e.com/v2/spells/contact-other-plane/?format=api", "https://api.open5e.com/v2/spells/scrying/?format=api", "https://api.open5e.com/v2/spells/eye-bite/?format=api" ], "page_no": 319, "environments": [ "Forest", "Ruin", "Jungle", "Feywild", "Shadowfell", "Caverns", "Swamp", "Settlement", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_night-hag/" }, { "slug": "trollkin-ragecaster", "desc": "", "name": "Trollkin Ragecaster", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "leather armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 14, "dexterity": 17, "constitution": 16, "intelligence": 9, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 15", "languages": "Common, Trollkin", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "Two Claws or two Elemental Blast attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 16 (3d8+3) slashing damage when not ragecasting or 12 (2d8+3) slashing damage while ragecasting." }, { "name": "Elemental Blast (Ragecasting Only)", "desc": "Ranged Spell Attack: +7 to hit, 120 ft., one target, 14 (3d6+4) cold fire lightning or thunder (trollkin's choice)." }, { "name": "Spellcasting (Ragecasting Only)", "desc": "Cha (DC 15) no material components: At will: thunderwave3/day ea: call lightning firebal1/day: fire shield" } ], "bonus_actions": [ { "name": "Ragecasting (3/Day)", "desc": "Enters special rage that lets it channel elemental power for 1 min. While ragecasting: disadvantage on Wis saves and gains fly speed of 60'. It can end ragecasting as a bonus action. When ragecasting ends it descends 60'/round until it lands on a solid surface and can continue concentrating on spell it cast while ragecasting." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brutal Claws", "desc": "Its claw deals one extra die of its damage when trollkin isn't ragecasting (included in the attack)." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Regeneration", "desc": "Regains 10 hp at the start of its turn. If it takes acid or fire this trait doesn't function at start of its next turn. Dies only if it starts turn with 0 hp and doesn't regenerate." }, { "name": "Thick Hide", "desc": "Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)." } ], "spell_list": [], "page_no": 377, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_trollkin-ragecaster/" }, { "slug": "boneshard-wraith", "desc": "A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland._ \nContorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. \n**Undead Nature.** A boneshard wraith doesn’t require air, food, drink, or sleep.", "name": "Boneshard Wraith", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 15, "hover": true, "fly": 60 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 13, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 16", "languages": "any languages it knew in life, Void Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith's Spectral Claws.", "attack_bonus": 7, "damage_dice": "4d8+3" }, { "name": "Boneshard Cyclone (Recharge 5-6)", "desc": "The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn't enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_boneshard-wraith/" }, { "slug": "ijiraq", "desc": "", "name": "Ijiraq", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30 }, "strength": 17, "dexterity": 13, "constitution": 19, "intelligence": 11, "wisdom": 15, "charisma": 9, "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": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 15", "languages": "Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "In its true form, the ijiraq makes two claw attacks. In its hybrid form, it makes one gore attack and one claw attack.", "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 and 9 (2d8) poison damage.", "name": "Gore (Hybrid Form Only)" }, { "attack_bonus": 6, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 13 (3d8) poison damage. Invisibility (True Form Only). The ijiraq magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). It may choose whether equipment it wears or carries is invisible with it or not.", "name": "Claw (Hybrid Form or True Form Only)" }, { "desc": "The ijiraq magically polymorphs into any beast that has a challenge rating no higher than its own, into its caribou-human hybrid form, or back into its true from. 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 ijiraq's choice). \n\nWhile in its true form or its hybrid form, its statistics are the same. When in a beast form, the ijiraq retains its alignment, hp, Hit Dice, ability to speak, proficiencies, 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.", "name": "Change Shape" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ijiraq's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "After encountering an ijiraq, a creature must succeed on a DC 15 Wisdom saving throw to remember the events. On a failure, the details of the encounter rapidly fade away from the creature's mind, including the presence of the ijiraq.", "name": "Memory Loss" } ], "spell_list": [], "page_no": 225, "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_ijiraq/" }, { "slug": "vampiric-knight", "desc": "", "name": "Vampiric Knight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 20, "armor_desc": "plate, shield", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 13, "wisdom": 17, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "athletics": 9, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The vampiric knight makes two impaling longsword attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "1d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. The vampiric knight impales the target on its longsword, grappling the target if it is a Medium or smaller creature (escape DC 17). Until the grapple ends, the target is restrained, takes 9 (2d8) necrotic damage at the start of each of its turns, and the vampiric knight can't make longsword attacks against other targets.", "name": "Impaling Longsword" }, { "desc": "Each living creature within 20 feet of the vampiric knight must make a DC 17 Constitution saving throw, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.", "name": "Channel Corruption (Recharge 5-6)" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature makes an attack against an allied vampire, the knight can grant the vampire a +3 bonus to its AC if the knight is within 5 feet of the vampire.", "name": "Shield" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The vampiric knight regains 20 hp at the start of its turn if it has at least 1 hp and isn't in running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampiric knight's next turn.", "name": "Regeneration" }, { "desc": "The vampiric knight has the following flaws:\nForbiddance. The vampiric knight can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampiric knight takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampiric knight's heart while the knight is incapacitated in its resting place, the vampiric knight is paralyzed until the stake is removed.", "name": "Vampire Weaknesses" } ], "spell_list": [], "page_no": 369, "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_vampiric-knight/" }, { "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": "coral-drake", "desc": "_Swimming upright, this creature peels itself from the vibrant seascape and strikes with needle-thin claws, shredding teeth, and a wickedly curved stinger._ \n**Camouflaged Hunter.** Like a piece of moving coral, this drake’s coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake’s body, waving in brilliant colors against a blue sea. \n**All Spikes and Needles.** The creature’s long snout stretches out from its narrow face and an array of spikes and slender protrusions form a jagged crown. Inside the mouth, serrated teeth form multiple ringed ridges where it’s young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail. \nA coral drake measures seven feet from the tip of its snout to its barbed stinging tail. Thin and agile, the beast weighs less than 100 lb. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, because their parents use the ravenous spawn for defense. \n**Poisonous Lairs.** Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area’s natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. \nAside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs.", "name": "Coral Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30, "swim": 60 }, "strength": 19, "dexterity": 1, "constitution": 18, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "acrobatics": 6, "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "paralyzed, poisoned, prone, unconscious", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The coral drake makes one bite attack, one claw attack, and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "2d10" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Camouflage", "desc": "A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater." }, { "name": "Water Breathing", "desc": "The coral drake can breathe only underwater." } ], "spell_list": [], "page_no": 150, "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_coral-drake/" }, { "slug": "chain-devil-a5e", "desc": "", "name": "Chain Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 40 }, "strength": 18, "dexterity": 14, "constitution": 18, "intelligence": 10, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": null, "skills": { "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; damage from nonmagical, non-silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The chain devil makes two chain attacks and commands up to two animated chains under its control to make chain attacks." }, { "name": "Chain", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature it is grappled (escape DC 16) and restrained. Until the grapple ends this chain can only attack the grappled target." } ], "bonus_actions": [ { "name": "Animate Chain", "desc": "One inanimate, unattended chain within 60 feet sprouts blades and magically animates under the devils control for 1 hour. It has AC 20 and 20 hit points, a Speed of 0, and immunity to psychic, piercing, poison, and thunder damage. When the devil uses Multiattack, the devil may command the chain to make one Chain attack against a target within 15 feet of it. If the chain is reduced to 0 hit points, it can't be reanimated." } ], "reactions": [ { "name": "Unnerving Mask", "desc": "When damaged by a creature within 30 feet that can see the devil, the devil momentarily assumes the magical illusory form of one of the attackers enemies or loved ones, alive or dead. The illusory figure may speak words that only the attacker can hear. The attacker makes a DC 15 Wisdom saving throw. On a failure, it takes 9 (2d8) psychic damage and is frightened until the end of its next turn.The attacker is then immune to this effect for the next 24 hours." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devils Sight", "desc": "The devils darkvision penetrates magical darkness." }, { "name": "Lawful Evil", "desc": "The devil radiates a Lawful and Evil aura." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and magical effects." }, { "name": "Rattling Chains", "desc": "Whenever the devil moves, the rattling of its chains can be heard up to 300 feet away, unless it moves at half its Speed." }, { "name": "Relentless Tracker", "desc": "Once the devil has grappled a creature in its chains, it has advantage on ability checks made to track that creature for the next 30 days." } ], "spell_list": [], "page_no": 80, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_chain-devil/" }, { "slug": "crime-boss-a5e", "desc": "", "name": "Crime Boss", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 6, "insight": 6, "intimidation": 6, "perception": 6, "persuasion": 6, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 16", "languages": "any two", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The boss attacks three times with their shortsword." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage." }, { "name": "Mark for Death", "desc": "The boss targets a creature within 30 feet that can see or hear them. For 1 minute or until the boss threatens a different target the target takes an extra 7 (2d6) damage whenever the boss hits it with a weapon attack." } ], "bonus_actions": null, "reactions": [ { "name": "Command Bodyguard", "desc": "When the boss would be hit by an attack, they command an ally within 5 feet to use its reaction to switch places with the boss. The ally is hit by the attack instead of the boss." }, { "name": "Offhand Dagger", "desc": "When missed by an attack, the boss makes a dagger attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 496, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_crime-boss/" }, { "slug": "sodwose", "desc": "", "name": "Sodwose", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 40, "climb": 30 }, "strength": 10, "dexterity": 21, "constitution": 18, "intelligence": 15, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, exhaustion, frightened, poisoned, restrained, unconscious", "senses": "blindsight 120' (blind beyond), passive Perception 15", "languages": "Common, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "Three Grass Whip attacks." }, { "name": "Grass Whip", "desc": "Melee Weapon Attack: +8 to hit, 15 ft., one creature,. 12 (2d6+5) slashing damage and target must make DC 15 Str save or be pulled up to 10 ft. to sodwose." }, { "name": "Entangle (1/Day)", "desc": "Compels all plants and roots within 20' of a point on the ground it can see within 60' of it to grasp and pull at nearby creatures for 1 min. When a creature enters the area for the first time on a turn or starts its turn there creature is restrained by grasses and roots (DC 15 Str negates). A creature including the restrained creature can take an action to free it by making a DC 15 Str check." } ], "bonus_actions": [ { "name": "Grass Step", "desc": "Teleports along with any equipment it is wearing or carrying up to 30' to an unoccupied spot it sees. The origin and destination spaces must contain grass." }, { "name": "Set Snare", "desc": "Creates a snare in a square area it can see within 30' of it that is 5 ft. on a side and 50%+ grass. 1st creature to moves into that space within next min: DC 15 Str save or be restrained by grasses. A creature including restrained creature can use action to free restrained creature via DC 15 Str check. It can have at most 3 snares set at a time. If it sets a 4th oldest ceases to function." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Grassland Camouflage", "desc": "Advantage: Dex (Stealth) to hide in grassland." }, { "name": "Scarecrow", "desc": "Any creature that starts its turn within 10 ft. of sodwose: frightened until the end of its next turn (DC 15 Wis negates and is immune to sodwose's Scarecrow for the next 24 hrs)." } ], "spell_list": [], "page_no": 350, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_sodwose/" }, { "slug": "vampiric-vanguard", "desc": "", "name": "Vampiric Vanguard", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 40, "climb": 20 }, "strength": 19, "dexterity": 16, "constitution": 18, "intelligence": 11, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "One Bite and two Claws. If vanguard hits one target with both Claws target must make DC 15 Con save or take 7 (2d6) slashing damage and vampire regains hp equal to that amount." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage + 7 (2d6) necrotic. Target's hp max is reduced by an amount equal to necrotic taken and vampire regains hp equally. Reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage." } ], "bonus_actions": [ { "name": "Fleet of Foot", "desc": "Takes the Dash action." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bloodthirsty", "desc": "When the vampiric vanguard is below half its hp max it has advantage on all melee attack rolls vs. creatures that aren't Constructs or Undead." }, { "name": "Spider Climb", "desc": "Difficult surfaces even ceilings no ability check." }, { "name": "Vampire Weaknesses", "desc": "Has the following flaws: Forbiddance: Can't enter a residence with o an invitation from one of the occupants.Harmed by Running Water: Takes 20 acid when it ends its turn in running water.Stake to the Heart: Destroyed if a wood piercing weapon is driven into its heart while it is incapacitated in its resting place.Sunlight Hypersensitivity: Takes 20 radiant when it starts its turn in sunlight. If in sunlight disadvantage on attacks/ability checks." } ], "spell_list": [], "page_no": 383, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_vampiric-vanguard/" }, { "slug": "vorthropod", "desc": "", "name": "Vorthropod", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30, "swim": 30, "climb": 20 }, "strength": 16, "dexterity": 10, "constitution": 19, "intelligence": 3, "wisdom": 12, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "slashing, piercing", "damage_immunities": "fire, poison ", "condition_immunities": "poisoned", "senses": "blindsight 10', darkvision 60', passive Perception 11", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "Two Claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (2d4+3) bludgeoning damage + 7 (2d6) fire. " }, { "name": "Molten Tail Slap (Recharge 4-6)", "desc": "Unfurls its tail and slaps it down showering area with searing sparks and superheated rock. Each creature within 15 ft. of it: 28 (8d6) fire (DC 14 Dex half)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lava Bound", "desc": "Can exist outside of lava or magma for up to 4 hrs each day. If it starts its turn outside of lava and didn't take fire since end of its previous turn its shell begins to cool and harden. While its shell is hardened has walking speed of 20' AC 18 and vulnerability to bludgeoning. If it starts its turn in lava or if it took fire damage since end of its previous turn its shell becomes molten again. If vorthropod remains outside of lava for more than 4 hrs its shell becomes petrified transforming into basalt and vorthropod within goes into hibernation. Its body returns to normal if it is submerged in lava or magma for 1 round. It can stay petrified in hibernation for up to 1d100+10 years after which it dies." }, { "name": "Lava Camouflage", "desc": "Has advantage on Dex (Stealth) checks made to hide in lava and volcanic terrain." }, { "name": "Molten Shell", "desc": "If Its shell isn't hardened creature that touches it or hits it with melee attack while within 5 ft. of it takes 7 (2d6) fire." } ], "spell_list": [], "page_no": 387, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_vorthropod/" }, { "slug": "marsh-dire", "desc": "This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body._ \n**Drowned Dead.** Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as Open Game License", "name": "Marsh Dire", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 13, "constitution": 20, "intelligence": 7, "wisdom": 11, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "fire, necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The marsh dire makes three attacks: two with its claws and one with its strangling vine." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Strangling Vine", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can't breathe, speak, or cast spells with verbal components; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the marsh dire's turns. The marsh dire has three vines, each of which can grapple only one target.", "attack_bonus": 7, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cloying Stench", "desc": "Any creature that starts its turn within 10 feet of the marsh dire must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. On a successful saving throw, the creature has advantage on saving throws against the marsh dire's Cloying Stench for the next 24 hours." } ], "spell_list": [], "page_no": 258, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_marsh-dire/" }, { "slug": "monarch-skeleton", "desc": "", "name": "Monarch Skeleton", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "chain mail", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 30 }, "strength": 21, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "the languages it knew in life", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The monarch skeleton makes two dreadblade attacks.", "name": "Multiattack" }, { "attack_bonus": 9, "damage_dice": "2d8+5", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "name": "Dreadblade" }, { "desc": "Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.", "name": "Grasp of the Grave (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.", "name": "Master Tactician" }, { "desc": "As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.", "name": "Sovereign's Command" }, { "desc": "The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.", "name": "Turning Defiance" } ], "spell_list": [], "page_no": 249, "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_monarch-skeleton/" }, { "slug": "whisperer-in-darkness", "desc": "", "name": "Whisperer in Darkness", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 30 }, "strength": 15, "dexterity": 19, "constitution": 21, "intelligence": 25, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 8, "perception": 9, "skills": { "arcana": 17, "deception": 13, "medicine": 9, "perception": 9, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver", "damage_immunities": "psychic, poison", "condition_immunities": "frightened, charmed, poisoned", "senses": "truesight 120 ft., passive Perception 19", "languages": "all, telepathy 60 ft.", "challenge_rating": "15", "cr": 15.0, "actions": [ { "desc": "The whisperer in the darkness makes two Grasp of the Void attacks.", "name": "Multiattack" }, { "attack_bonus": 12, "damage_dice": "6d6", "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) force damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Grasp of the Void" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The whisperer is a highly advanced being that often carries pieces of powerful wands of fireballs shaped like staves with peculiar triggers, eyes of the eagle shaped as a pair of cylinders, or a helm of telepathy in the form of a glowing metal disc adhered to the side of the creature's head.", "name": "Disquieting Technology" }, { "desc": "The whisperer has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The whisperer's innate spellcasting ability is Intelligence (spell save DC 20). The whisperer can innately cast the following spells, requiring no material components:\nAt will: alter self, detect magic, detect thoughts, disguise self, fear, identify, invisibility (self only), misty step, sleep, suggestion\n3/day each: confusion, dimension door, disintegrate, dream, modify memory, plane shift, teleport\n1/day each: feeblemind, meteor swarm, mind blank, weird", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 378, "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_whisperer-in-darkness/" }, { "slug": "vampire-a5e", "desc": "", "name": "Vampire", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." } ], "spell_list": [], "page_no": 418, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_vampire/" }, { "slug": "vampire-assassin-a5e", "desc": "", "name": "Vampire Assassin", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." }, { "name": "Misty Stealth", "desc": "While in Mist Form in dim light or darkness, the vampire is invisible." }, { "name": "Sneak Attack (1/Turn)", "desc": "The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack." } ], "spell_list": [], "page_no": 420, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_vampire-assassin/" }, { "slug": "vampire-mage-a5e", "desc": "", "name": "Vampire Mage", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." }, { "name": "Fireball (3rd-Level; V, S, M)", "desc": "Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success." }, { "name": "Blight (4th-Level; V, S)", "desc": "The vampire targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." }, { "name": "Shield (1st-Level; V", "desc": "When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." }, { "name": "Spellcasting", "desc": "The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight" } ], "spell_list": [], "page_no": 420, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_vampire-mage/" }, { "slug": "vampire-warrior-a5e", "desc": "", "name": "Vampire Warrior", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." }, { "name": "Reaping Greatsword", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft. up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature it makes a DC 17 Strength saving throw falling prone on a failure." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." } ], "spell_list": [], "page_no": 421, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_vampire-warrior/" }, { "slug": "angel-pelagic-deva", "desc": "", "name": "Angel, Pelagic Deva", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 17, "armor_desc": "Living Coral Armor", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 20, "swim": 90 }, "strength": 19, "dexterity": 18, "constitution": 20, "intelligence": 17, "wisdom": 20, "charisma": 22, "strength_save": 8, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 1, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, radiant; nonmagic B/P/S attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "darkvision 120', passive Perception 19", "languages": "all, telepathy 120'", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "Three Trident attacks." }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +8 to hit 5 ft. or range 20/60' one target 7 (1d6+4) piercing damage + 18 (4d8) radiant. If deva makes a ranged attack with its trident trident returns to its hands at start of its next turn." }, { "name": "Transforming Touch (5/Day)", "desc": "Can magically polymorph a willing creature into a giant octopus hunter shark or plesiosaurus. Transformation lasts 8 hrs until target uses a bonus action to transform back into its true form or until target dies. Items target is wearing/carrying are absorbed into new form. In new form target retains its alignment and Int Wis and Cha scores as well as its ability to speak. Its other stats are replaced by those of its new form and it gains any capabilities that new form has but it lacks." } ], "bonus_actions": [ { "name": "Anoxic Aura (1/Day)", "desc": "Removes oxygen from nearby water for 1 min. Each creature that requires oxygen to live (including air-breathing creatures under effects of water breathing) and starts its turn within 20' of deva: DC 17 Con save or begin suffocating. Deva never suffers effects of this; can choose any creatures in area to ignore it." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "Can breathe air and water." }, { "name": "Angelic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 4d8 radiant (included below)." }, { "name": "Immortal Nature", "desc": "Doesn't require food drink or sleep" }, { "name": "Living Coral Armor", "desc": "Its armor is made of living coral. If armor is damaged such as from a black pudding's Pseudopod armor fully repairs itself within 1 min provided it wasn't destroyed." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 27, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_angel-pelagic-deva/" }, { "slug": "swarmofwolfspirits-tob1-2023", "desc": "False", "name": "Swarm of Wolf Spirits", "size": "Large", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "16d10 + 16", "speed": { "walk": 50, "fly": 50 }, "strength": 14, "dexterity": 18, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 13, "skills": { "Perception": 3, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, necrotic, piercing, slashing", "damage_immunities": "cold, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The swarm of wolf spirits makes two Spectral Bites attacks." }, { "name": "Spectral Bites", "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) cold damage plus 9 (2d8) necrotic damage, or 7 (2d6) cold damage plus 4 (1d8) necrotic damage if the swarm has half of its hp or fewer." }, { "name": "Chilling Howl (Recharge 5-6)", "desc": "The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The swarm of wolf spirits 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": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp." }, { "name": "Undead Nature", "desc": "The swarm of wolf spirits doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 358, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-wolf-spirits/" }, { "slug": "clockworkmyrmidon-tob1-2023", "desc": "False", "name": "Clockwork Myrmidon", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 1, "strength_save": 8, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 16, "skills": { "Athletics": 8, "Perception": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet." }, { "name": "War Pick", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage." }, { "name": "Alchemical Flame Jet (4/Day)", "desc": "The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [ { "name": "Grease Spray (4/Day)", "desc": "The clockwork myrmidon's chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain. Each creature standing in the area must succeed on a DC 16 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 16 Dexterity saving throw or fall prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Alchemical Fireball", "desc": "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times." }, { "name": "Construct Nature", "desc": "The clockwork myrmidon doesn't require air, food, drink, or sleep." }, { "name": "Immutable Form", "desc": "The clockwork myrmidon is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork myrmidon has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 63, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_clockwork-myrmidon/" }, { "slug": "koralk-tob1-2023", "desc": "False", "name": "Koralk", "size": "Large", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 17, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The koralk makes one Bite attack, one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage." }, { "name": "Scythe", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage." }, { "name": "Stinger", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or succumb to the devil's venom (see the Harvester Venom trait)." }, { "name": "Vestigial Arms", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the creature is restrained, and the devil can't use its Vestigial Arms on another target." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness does not impair the koralk's darkvision." }, { "name": "Harvester Venom", "desc": "The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the poisoned condition can be affected by this poison. Such creatures have advantage on the saving throw." }, { "name": "Magic Resistance", "desc": "The koralk has advantage on saving throws against spells and other magical effects." }, { "name": "Steadfast", "desc": "The koralk can't be frightened while it can see an ally within 30 feet of it." } ], "spell_list": [], "page_no": 97, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_koralk/" }, { "slug": "lindwurm-tob1-2023", "desc": "False", "name": "Lindwurm", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 20 }, "strength": 18, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": 7, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Acrobatics": 8, "Athletics": 7, "Perception": 4, "Stealth": 8 }, "damage_vulnerabilities": "fire", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage." }, { "name": "Constrict", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ice Walk", "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Sure-Footed Skater", "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone." } ], "spell_list": [], "page_no": 255, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_lindwurm/" }, { "slug": "dragonleaftree-tob1-2023", "desc": "False", "name": "Dragonleaf Tree", "size": "Large", "type": "Plant", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10 + 64", "speed": { "walk": 15 }, "strength": 16, "dexterity": 14, "constitution": 19, "intelligence": 5, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "blinded, deafened", "senses": "blindsight 120 ft., passive Perception 11", "languages": "understands Draconic but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon leaf tree makes three Slam or Throw Leaves attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait." }, { "name": "Throw Leaves", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 12 (4d4 + 2) slashing damage plus 7 (2d6) damage of the type noted in the Elemental Affinity trait." }, { "name": "Elemental Leaves (Recharge 6)", "desc": "The dragonleaf tree's leaves rain acid, shed bolts of lightning, shake loose icicles, or similarly emit the elemental energies of the dragon that grew the tree. Each creature within 20 feet of the dragonleaf tree must make a DC 15 Dexterity saving throw, taking 42 (12d6) damage of the type noted in the Elemental Affinity trait." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Affinity", "desc": "The dragonleaf tree has immunity to a type of damage based on the type of dragon that grew it: acid ([black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)." }, { "name": "Eternally Loyal", "desc": "The dragonleaf tree has advantage on ability checks and saving throws against influence or effects that would encourage it or force it to act against its draconic master. If charmed or controlled and directed to act against its master, the tree can immediately repeat the effect's saving throw, ending the effect on itself on a success." } ], "spell_list": [], "page_no": 137, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_dragonleaf-tree/" }, { "slug": "nightgarm-tob1-2023", "desc": "False", "name": "Nightgarm", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10 + 64", "speed": { "walk": 40 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 10, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 15, "skills": { "Perception": 5, "Stealth": 5 }, "damage_vulnerabilities": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks made with silvered weapons", "damage_resistances": "lightning, thunder", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Giant, Goblin, telepathy 60 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The nightgarm makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightgarm, and it takes 10 (3d6) acid damage at the start of each of the nightgarm's turns. The nightgarm can have only one creature swallowed at a time." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage." }, { "name": "Lupine Howl (1/Day)", "desc": "The nightgarm magically calls 2d4 wolves or 2 dire wolves. The wolves arrive in 1d4 rounds, acting as allies of the nightgarm and obeying her telepathic commands. The wolves remain for 1 hour, until the nightgarm dies, or until the nightgarm dismisses them as a bonus action." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Telepathic Bond", "desc": "The nightgarm ignores the range restriction on its telepathy when communicating with a falseheart it has birthed. The nightgarm and its falseheart don't need to be on the same plane of existence." } ], "spell_list": [], "page_no": 285, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_nightgarm/" }, { "slug": "automatadevil-tob1-2023", "desc": "False", "name": "Automata Devil", "size": "Large", "type": "Fiend", "subtype": "", "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": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 12, "skills": { "Athletics": 11, "Intimidation": 8 }, "damage_vulnerabilities": "False", "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 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage." }, { "name": "Whip", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (2d4 + 7) slashing damage, and the target is grappled (escape DC 17). The automata devil has two whips, each of which can grapple only one target." }, { "name": "Shredding Maw", "desc": "One creature grappled by the automata devil is pulled up to 10 feet toward the devil's central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a DC 17 Strength saving throw, taking 36 (8d8) slashing damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Fear Aura", "desc": "A creature that starts its turn within 10 feet of the automata devil must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil's Fear Aura for 24 hours." }, { "name": "Magic Resistance", "desc": "The automata devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 92, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_automata-devil/" }, { "slug": "blemmyes-tob1-2023", "desc": "False", "name": "Blemmyes", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10 + 80", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 20, "intelligence": 7, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Intimidation": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The blemmyes makes one Bite attack and two Slam attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is incapacitated and a Medium or smaller creature, the target is swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. The blemmyes can have only one target swallowed at a time." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Carnivorous Compulsion", "desc": "At the start of each of its turns, if the blemmyes can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom saving throw or spend its next turn moving toward and attacking that creature." } ], "spell_list": [], "page_no": 37, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_blemmyes/" }, { "slug": "risenreaver-tob1-2023", "desc": "False", "name": "Risen Reaver", "size": "Large", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 168, "hit_dice": "16d10 + 80", "speed": { "walk": 40 }, "strength": 19, "dexterity": 16, "constitution": 20, "intelligence": 9, "wisdom": 7, "charisma": 6, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Perception": 1 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 120 ft., passive perception 11", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The risen reaver makes three Bladed Fist attacks." }, { "name": "Bladed Fist", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage." } ], "bonus_actions": [ { "name": "Skitter", "desc": "The risen reaver takes the Dash action." } ], "reactions": [ { "name": "Infused Arsenal", "desc": "When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a DC 15 Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 (1d4) damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Sense", "desc": "The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." }, { "name": "Undead Nature", "desc": "The risen reaver doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 309, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_risen-reaver/" }, { "slug": "ushabtiroyalguard-tob1-2023", "desc": "False", "name": "Ushabti Royal Guard", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10 + 80", "speed": { "walk": 30 }, "strength": 22, "dexterity": 16, "constitution": 20, "intelligence": 11, "wisdom": 19, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 4, "perception": 19, "skills": { "Arcana": 5, "History": 5, "Perception": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 19", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack." }, { "name": "Khopesh", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) necrotic damage." }, { "name": "Medjai's Scepter", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) necrotic damage." }, { "name": "Breath-Stealing Presence", "desc": "Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a DC 18 Constitution saving throw or take 9 (2d8) necrotic damage and be unable to speak or breathe 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 ushabti's Breath-Stealing Presence for the next 24 hours." }, { "name": "Enervating Surge (Recharge 5-6)", "desc": "The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a DC 18 Constitution saving throw, taking 49 (11d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath-Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of exhaustion. A Humanoid slain by this effect rises 1d4 hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time." } ], "bonus_actions": [], "reactions": [ { "name": "Sudden Strike", "desc": "When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it." } ], "legendary_desc": "The ushabti 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 ushabti regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The ushabti moves up to its speed without provoking opportunity attacks." }, { "name": "Medjai's Scepter (Costs 2 Actions)", "desc": "The ushabti makes one Medjai's Scepter attack." }, { "name": "Telekinesis (Costs 2 Actions)", "desc": "Up to two creatures the ushabti can see within 60 feet of it must succeed on a DC 18 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then restrained until the start of the ushabti's next turn." } ], "special_abilities": [ { "name": "Construct Nature", "desc": "The ushabti doesn't require air, food, drink, or sleep." }, { "name": "False Appearance", "desc": "While the ushabti is motionless, it is indistinguishable from a normal funerary statue." }, { "name": "Healing Leech", "desc": "If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half." }, { "name": "Immutable Form", "desc": "The ushabti is immune to any spell or effect that would alter its form." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the ushabti fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The ushabti has advantage on saving throws against spells and other magical effects." }, { "name": "Necrotic Weapons", "desc": "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)." } ], "spell_list": [], "page_no": 377, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ushabti-royal-guard/" }, { "slug": "ophanim", "desc": "", "name": "Ophanim", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 200, "hit_dice": "16d10+112", "speed": { "fly": 120, "hover": true, "walk": 50 }, "strength": 24, "dexterity": 22, "constitution": 25, "intelligence": 22, "wisdom": 24, "charisma": 26, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 11, "wisdom_save": 12, "charisma_save": 13, "perception": 12, "skills": { "insight": 12, "perception": 12 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "truesight 120 ft., passive Perception 22", "languages": "all, telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "desc": "The ophanim makes four Light of Judgment attacks.", "name": "Multiattack" }, { "attack_bonus": 13, "damage_dice": "4d8", "desc": "Ranged Spell Attack: +13 to hit, range 80/320 ft., one target. Hit: 18 (4d8) radiant damage.", "name": "Light of Judgment" }, { "desc": "The ophanim emits a burst of holy fire. Each creature within 30 feet of the ophanim must make a DC 19 Dexterity saving throw, taking 63 (18d6) radiant damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hp by this damage dies, leaving only a pile of fine ash.", "name": "Holy Fire (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ophanim knows if it hears a lie.", "name": "Divine Awareness" }, { "desc": "The ophanim has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The ophanim's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:\nAt will: bless, detect evil and good, invisibility (self only), scrying, thaumaturgy\n3/day each: dispel evil and good, earthquake, holy aura\n1/day each: commune, forbiddance, true resurrection", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 18, "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_ophanim/" }, { "slug": "efreeti", "desc": "", "name": "Efreeti", "size": "Large", "type": "Elemental", "subtype": "", "group": "Genies", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 200, "hit_dice": "16d10+112", "speed": { "walk": 40, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 24, "intelligence": 16, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 7, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Ignan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The efreeti makes two scimitar attacks or uses its Hurl Flame twice." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.", "attack_bonus": 10, "damage_dice": "2d6+2d6", "damage_bonus": 6 }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.", "attack_bonus": 7, "damage_dice": "5d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Demise", "desc": "If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying." }, { "name": "Innate Spellcasting", "desc": "The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic\n3/day each: enlarge/reduce, tongues\n1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire" }, { "name": "Variant: Genie Powers", "desc": "Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/enlargereduce/?format=api", "https://api.open5e.com/v2/spells/tongues/?format=api", "https://api.open5e.com/v2/spells/conjure-elemental/?format=api", "https://api.open5e.com/v2/spells/gaseous-form/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/major-image/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api", "https://api.open5e.com/v2/spells/wall-of-fire/?format=api" ], "page_no": 310, "environments": [ "Desert", "Plane Of Fire", "Mountains" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_efreeti/" }, { "slug": "planetar", "desc": "", "name": "Planetar", "size": "Large", "type": "Celestial", "subtype": "", "group": "Angels", "alignment": "lawful good", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 200, "hit_dice": "16d10+112", "speed": { "walk": 40, "fly": 120 }, "strength": 24, "dexterity": 20, "constitution": 24, "intelligence": 19, "wisdom": 22, "charisma": 25, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 12, "perception": 11, "skills": { "perception": 11 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 21", "languages": "all, telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The planetar makes two melee attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.", "attack_bonus": 12, "damage_dice": "4d6+5d8", "damage_bonus": 7 }, { "name": "Healing Touch (4/Day)", "desc": "The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The planetar knows if it hears a lie." }, { "name": "Innate Spellcasting", "desc": "The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, invisibility (self only)\n3/day each: blade barrier, dispel evil and good, flame strike, raise dead\n1/day each: commune, control weather, insect plague" }, { "name": "Magic Resistance", "desc": "The planetar has advantage on saving throws against spells and other magical effects." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/blade-barrier/?format=api", "https://api.open5e.com/v2/spells/dispel-evil-and-good/?format=api", "https://api.open5e.com/v2/spells/flame-strike/?format=api", "https://api.open5e.com/v2/spells/raise-dead/?format=api", "https://api.open5e.com/v2/spells/commune/?format=api", "https://api.open5e.com/v2/spells/control-weather/?format=api", "https://api.open5e.com/v2/spells/insect-plague/?format=api" ], "page_no": 262, "environments": [ "Temple", "Astral Plane" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_planetar/" } ] }{ "count": 3207, "next": "