Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=intelligence&page=62
https://api.open5e.com/monsters/?format=api&ordering=intelligence&page=63", "previous": "https://api.open5e.com/monsters/?format=api&ordering=intelligence&page=61", "results": [ { "slug": "shetani", "desc": "", "name": "Shetani", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d8+100", "speed": { "walk": 30, "fly": 50 }, "strength": 17, "dexterity": 19, "constitution": 20, "intelligence": 18, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 1, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold; nonmagic B/P/S attacks not made w/silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120', passive Perception 18", "languages": "Abyssal, Common, Infernal, telepathy 120'", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "3 Claws or Necrotic Bolts. Can replace 1 with Spellcasting." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 18 (4d8) necrotic." }, { "name": "Necrotic Bolt", "desc": "Ranged Spell Attack: +10 to hit, 120 ft., one target, 27 (5d8+5) necrotic." }, { "name": "Desiccating Breath (Recharge 5-6)", "desc": "Inhales drawing moisture from surrounding creatures. Each non-Construct/Undead creature within 15 ft. of shetani: 54 (12d8) necrotic (DC 18 Con half). If a creature fails the save by 5+ it suffers one level of exhaustion." }, { "name": "Spellcasting", "desc": "Cha (DC 18): At will: charm person silent image3/day ea: major image suggestion1/day ea: mirage arcane (as an action) programmed illusion" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Transforms into a Large or smaller Beast or Humanoid or back into its true form which is a Fiend. Without wings it loses its flying speed. Its statistics other than size and speed are the same in each form. Items worn/carried transformed as desired by the shetani taking whatever color or shape it deems appropriate. Reverts on death." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magic darkness doesn't impede its darkvision." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Necrotic Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals+4d8 necrotic (included below)." } ], "spell_list": [], "page_no": 343, "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_shetani/" }, { "slug": "aboleth-nihilith", "desc": "", "name": "Aboleth, Nihilith", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 10, "swim": 40, "fly": 50 }, "strength": 21, "dexterity": 9, "constitution": 15, "intelligence": 18, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": null, "perception": 10, "skills": { "history": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks (only when in ethereal form)", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in." }, { "name": "Tentacle (Material Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Withering Touch (Ethereal Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.", "attack_bonus": 8, "damage_dice": "3d6+4" }, { "name": "Form Swap", "desc": "As a bonus action, the nihileth can alter between its material and ethereal forms at will." }, { "name": "Tail (Material Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "3d6+5" }, { "name": "Enslave (3/day)", "desc": "The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth." } ], "bonus_actions": null, "reactions": [ { "name": "Void Body", "desc": "The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half." } ], "legendary_desc": "A nihileth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth makes a Wisdom (Perception) check." }, { "name": "Tail Swipe", "desc": "The aboleth makes one tail attack." }, { "name": "Psychic Drain (Costs 2 Actions)", "desc": "One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Undead Fortitude", "desc": "If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead." }, { "name": "Dual State", "desc": "A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical attacks. In its ethereal form, it is immune to damage from nonmagical attacks. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet." }, { "name": "Void Aura", "desc": "The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura." }, { "name": "Infecting Telepathy", "desc": "If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack." }, { "name": "Nihileth's Lair", "desc": "on initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.\n\n- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw." }, { "name": "Regional Effects", "desc": "the regional effects of a nihileth's lair are the same as that of an aboleth, except as following.\n\n- Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected." } ], "spell_list": [], "page_no": 8, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_aboleth-nihilith/" }, { "slug": "ancient-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Ancient Void Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 448, "hit_dice": "23d20+207", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 28, "dexterity": 10, "constitution": 29, "intelligence": 18, "wisdom": 15, "charisma": 23, "strength_save": null, "dexterity_save": 7, "constitution_save": 16, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 13, "perception": 16, "skills": { "arcana": 18, "history": 18, "perception": 16, "persuasion": 13, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 26", "languages": "Celestial, Common, Draconic, Infernal, Primordial, Void Speech", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Aura of Madness", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The dragon magically teleports to any open space within 100 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Void Slip (Costs 2 Actions)", "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet." }, { "name": "Void Cache (Costs 3 Actions)", "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard." } ], "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Collapsing Star", "desc": "When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Void Dweller", "desc": "Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time." }, { "name": "Void Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n\n- The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw." }, { "name": "Regional Effects", "desc": "the region containing a legendary void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n\n- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area.\n\n- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon's lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n\nif the dragon dies, these effects fade over the course of 1d10 days." } ], "spell_list": [], "page_no": 138, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-void-dragon/" }, { "slug": "ancient-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Ancient Wind Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 120 }, "strength": 28, "dexterity": 19, "constitution": 26, "intelligence": 18, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 11, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "acrobatics": 11, "arcana": 11, "intimidation": 12, "perception": 17, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, ranged weapons", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 27", "languages": "Common, Draconic, Dwarvish, Elvish, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons." }, { "name": "Wind Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn." } ], "spell_list": [], "page_no": 142, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-wind-dragon/" }, { "slug": "buraq", "desc": "_An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings._ \n**Only the Worthy.** A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature. \n**Angel Marked.** Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black. \n**Heavenly Steeds.** A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.", "name": "Buraq", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 17, "armor_desc": "", "hit_points": 152, "hit_dice": "16d8+80", "speed": { "walk": 60, "fly": 90 }, "strength": 15, "dexterity": 18, "constitution": 20, "intelligence": 18, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": { "history": 8, "religion": 8 }, "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 14", "languages": "Celestial, Common, Primordial, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The buraq makes two attacks with its hooves." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Teleport (1/Day)", "desc": "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Innate Spellcasting", "desc": "the buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:\n\nat will: comprehend languages, detect evil and good, holy aura, pass without trace\n\n3/day each: haste, longstrider\n\n1/day each: plane shift, wind walk" }, { "name": "Magic Resistance", "desc": "The buraq has advantage on saving throws against spells and other magical effects." }, { "name": "Night Journey", "desc": "When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey." } ], "spell_list": [], "page_no": 48, "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_buraq/" }, { "slug": "chort-devil", "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._ \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8+120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 9, "skills": { "athletics": 11, "deception": 9, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.", "attack_bonus": 11, "damage_dice": "2d4" }, { "name": "Flaming Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d10" }, { "name": "Devilish Weapons", "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste" } ], "spell_list": [], "page_no": 104, "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_chort-devil/" }, { "slug": "deathwisp", "desc": "_A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light._ \n**Unnatural Aura.** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check. \n**Fey Undead.** A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. \n**Rift Walkers.** Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice. \n**Devour Breath.** A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers. \n**Undead Nature.** A deathwisp doesn’t require air, food, drink, or sleep", "name": "Deathwisp", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 6, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 16", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Life Drain", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 8, "damage_dice": "7d8" }, { "name": "Create Deathwisp", "desc": "The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flicker", "desc": "The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage." }, { "name": "Incorporeal Movement", "desc": "The deathwisp 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 a solid object." }, { "name": "Shadow Jump", "desc": "A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Unnatural Aura", "desc": "Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check." } ], "spell_list": [], "page_no": 72, "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_deathwisp/" }, { "slug": "dwarven-ringmage", "desc": "", "name": "Dwarven Ringmage", "size": "Medium", "type": "Humanoid", "subtype": "dwarf", "group": null, "alignment": "any", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 82, "hit_dice": "15d8+15", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 13, "intelligence": 18, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 7, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Dwarvish", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dwarven ringmage makes two melee attacks." }, { "name": "Ring-Staff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dwarven Resistance", "desc": "The dwarven ringmage has advantage on saving throws against poison." }, { "name": "Ring Magic", "desc": "The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell." }, { "name": "Ring-Staff Focus", "desc": "The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued." }, { "name": "Spellcasting", "desc": "the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold" } ], "spell_list": [], "page_no": 420, "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_dwarven-ringmage/" }, { "slug": "eonic-drifter", "desc": "_The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era._ \n**Adrift in Time.** Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages. \n**Crystal Belts.** A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey. \nBelts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps. \n**Jittery and Paranoid.** Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time. \nDrifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time.", "name": "Eonic Drifter", "size": "Medium", "type": "Humanoid", "subtype": "human", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 9, "dexterity": 14, "constitution": 14, "intelligence": 18, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 6, "history": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common, Eonic, Giant, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward." }, { "name": "Time Warping Staff", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Drift Backward (1/Day)", "desc": "A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds." }, { "name": "Drift Forward (2/Day)", "desc": "The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 177, "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_eonic-drifter/" }, { "slug": "fate-eater", "desc": "_These human-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. Their flesh is translucent and their jaws are crystalline—they are clearly creatures of strange planes indeed._ \n**Destiny Destroyers.** Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities. \n**Planar Gossips.** Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons. \n**Visionary Flesh.** Eating the properly-prepared flesh of a fate eater grants insight into the fate of another.", "name": "Fate Eater", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 182, "hit_dice": "28d8+56", "speed": { "walk": 40, "climb": 40 }, "strength": 18, "dexterity": 12, "constitution": 14, "intelligence": 18, "wisdom": 16, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7, "insight": 6, "religion": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, unconscious", "senses": "truesight 60 ft., passive Perception 13", "languages": "telepathy 100 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.", "attack_bonus": 7, "damage_dice": "5d8" }, { "name": "Spectral Bite", "desc": "when a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds2- Untied from the Loom: Character's speed is randomized for four rounds. Roll 3d20 at the start of each of the character's turns to determine his or her speed in feet that turn3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill4- Not So Fast: Loses the use of one class ability, chosen at random5- Lost Potential: Loses 1 point from one randomly chosen ability score6- Took the Lesser Path: The character's current hit point total becomes his or her hit point maximum effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:1/day each: blink, hallucinatory terrain" }, { "name": "Visionary Flesh", "desc": "Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat." } ], "spell_list": [], "page_no": 180, "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_fate-eater/" }, { "slug": "gypsosphinx", "desc": "_With black wings and a body pale as alabaster, the vulture-beaked gypsosphinx is easy to identify. As powerful servants of the gods of death and the desert, their riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size._ \nThe pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes. \n_**Gossips and Riddlers.**_ Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. \nLike all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can’t solve on their own. \n_**Night Flyers.**_ Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts. \n_**Foretell Doom.**_ Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there.", "name": "Gypsosphinx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10+72", "speed": { "walk": 40, "fly": 70 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 18, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "arcana": 9, "history": 9, "perception": 9, "religion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic, poison", "condition_immunities": "poisoned", "senses": "truesight 90 ft., passive Perception 19", "languages": "Abyssal, Common, Darakhul, Sphinx", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The sphinx makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 10, "damage_dice": "3d10" }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "6d8" }, { "name": "Rake", "desc": "If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The sphinx 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. It regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Bite Attack", "desc": "The sphinx makes one bite attack." }, { "name": "Teleport (Costs 2 Actions)", "desc": "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The sphinx casts a spell from its list of prepared spells, using a spell slot as normal." } ], "special_abilities": [ { "name": "Inscrutable", "desc": "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage." }, { "name": "Magic Weapons", "desc": "The sphinx's weapon attacks are magical." }, { "name": "Mystic Sight", "desc": "A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death (\"If we fight, I will kill you and eat your heart. I have seen it,\"is a favorite bluff)." }, { "name": "Spellcasting", "desc": "the sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:\n\ncantrips: (at will): mage hand, mending, minor illusion, poison spray\n\n1st level (4 slots): comprehend languages, detect magic, identify\n\n2nd level (3 slots): blur, darkness, locate object\n\n3rd level (3 slots): dispel magic, glyph of warding, major image\n\n4th level (3 slots): blight, greater invisibility\n\n5th level (1 slot): cloudkill" } ], "spell_list": [], "page_no": 359, "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_gypsosphinx/" }, { "slug": "jotun-giant", "desc": "_The earth shudders with every footfall of a Jotun giant, the immortal enemies of the gods. Tall enough to look a titan in the eye and strong enough to wrestle a linnorm, Jotun gaints are the lords of giantkind. Their enormous halls are carved in mountains and glaciers throughout the frozen wastes._ \n**Foes of the Gods.** As foes of the northern gods, they plot to regain their former status as lords of Creation. Many know ancient secrets and snippets of antediluvian arcane lore, and so may have abilities beyond those listed below. More powerful Jotun giants straddle the line between mortal and demigod. \n**Contests and Challenges.** Like many giants, the Jotun enjoy a challenge, even from tiny little humans. Only the mightiest heroes can challenge a Jotun giant’s might in physical combat. Using cunning or trickery is a safer bet—though being too cunning is also angers them, and Jotun giants are no fools. \n**Seekers of Ragnarok.** The Jotun giants know great magic, and strive to bring about end times of Ragnarok.", "name": "Jotun Giant", "size": "Gargantuan", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 407, "hit_dice": "22d20+176", "speed": { "walk": 60 }, "strength": 30, "dexterity": 8, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 14, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 8, "perception": null, "skills": { "arcana": 10, "history": 10, "nature": 10, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Giant", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "10d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "6d12" }, { "name": "Frightful Presence", "desc": "Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": [ { "name": "Rock Catching", "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it." } ], "legendary_desc": "The Jotun giant can take 1 legendary action, and only at the end of another creature's turn. The giant regains the spent legendary action at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The Jotun giant makes a Wisdom (Perception) check." }, { "name": "Planar Return", "desc": "If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return." }, { "name": "Sweeping Blow", "desc": "The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw." } ], "special_abilities": [ { "name": "Immortality", "desc": "Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum." }, { "name": "Innate Spellcasting", "desc": "the Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:\n\nat will: earthquake, shapechange, speak with animals\n\n3/day: bestow curse, gust of wind\n\n1/day: divination" }, { "name": "Magic Resistance", "desc": "The giant has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The giant's weapon attacks are magical." }, { "name": "Too Big to Notice", "desc": "The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving." } ], "spell_list": [], "page_no": 222, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_jotun-giant/" }, { "slug": "liosalfar", "desc": "_The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns._ \nSometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. \n**Servants of Fate.** Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement. \n**Pattern Vision.** Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns. \n**Enemies of the Ramag.** The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.” \n**Elemental Nature.** A liosalfar doesn’t require air, food, drink, or sleep.", "name": "Liosalfar", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "", "hit_points": 110, "hit_dice": "20d10", "speed": { "fly": 60, "hover": true }, "strength": 10, "dexterity": 25, "constitution": 10, "intelligence": 18, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": 10, "constitution_save": 3, "intelligence_save": 7, "wisdom_save": 7, "charisma_save": 4, "perception": 7, "skills": { "arcana": 7, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic, radiant", "condition_immunities": "blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 120 ft., truesight 60 ft., passive Perception 17", "languages": "Common, Celestial, Primordial, Elvish, Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The liosalfar makes two Disrupting Touch attacks." }, { "name": "Disrupting Touch", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.", "attack_bonus": 10, "damage_dice": "4d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alien Mentality", "desc": "A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round." }, { "name": "Darkness Vulnerability", "desc": "Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful." }, { "name": "Incorporeal Movement", "desc": "The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Innate Spellcasting", "desc": "the liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying\n\n2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray\n\n1/day each: hallucinatory terrain, plane shift, sunbeam" }, { "name": "Lightform", "desc": "Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form." }, { "name": "Prismatic Glow", "desc": "Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness." } ], "spell_list": [], "page_no": 277, "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_liosalfar/" }, { "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": "red-hag", "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._ \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion. \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines. \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.", "name": "Red Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "swim": 30 }, "strength": 19, "dexterity": 16, "constitution": 18, "intelligence": 18, "wisdom": 22, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "arcana": 9, "deception": 5, "insight": 7, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, poisoned", "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16", "languages": "Common, Druidic, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "3d8" }, { "name": "Siphoning Aura (Recharge 5-6)", "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Spellcasting", "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Blood Sense", "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet." } ], "spell_list": [], "page_no": 244, "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_red-hag/" }, { "slug": "adult_copper_dragon_bf", "desc": "", "name": "Adult Copper Dragon", "size": "huge", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 252, "hit_dice": "", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 22, "dexterity": 22, "constitution": 30, "intelligence": 18, "wisdom": 24, "charisma": 26, "strength_save": 6, "dexterity_save": 6, "constitution_save": 10, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 8, "perception": 22, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +11 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +11 to hit, reach 15 ft., one target. _Hit:_ 15 (2d8+6) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 DEX save, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one." }, { "name": "Slowing Breath (Recharge 6)", "desc": "As the **copper dragon wyrmling**, except it is a 60-foot cone, and the save DC is 18." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 16 CHA save or be vulnerable to acid damage until the end of its next turn. A target resistant to acid damage isn't resistant to it for the duration. A target immune to acid damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 DEX save or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Corrosive Scales", "desc": "As the **young copper dragon**." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_adult-copper-dragon/" }, { "slug": "adult_gold_dragon_bf", "desc": "", "name": "Adult Gold Dragon", "size": "huge", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 301, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 26, "dexterity": 26, "constitution": 36, "intelligence": 18, "wisdom": 32, "charisma": 30, "strength_save": 8, "dexterity_save": 8, "constitution_save": 13, "intelligence_save": 4, "wisdom_save": 11, "charisma_save": 10, "perception": 27, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 19 (2d10+8) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +14 to hit, reach 5 ft., one target. _Hit:_ 15 (2d6+8) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +14 to hit, reach 15 ft., one target. _Hit:_ 17 (2d8+8) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 DEX save, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Weakening Breath (Recharge 6)", "desc": "As the **gold dragon wyrmling**, except it is a 60-foot cone, and the save DC is 21." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 18 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 DEX save or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Golden Splendor", "desc": "As the **young gold dragon**, except it affects creatures within 20 feet of the dragon, and the save DC is 21." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_adult-gold-dragon/" }, { "slug": "ancient_blue_dragon_bf", "desc": "", "name": "Ancient Blue Dragon", "size": "gargantuan", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 355, "hit_dice": "", "speed": { "walk": 40, "burrow": 40, "fly": 80 }, "strength": 28, "dexterity": 22, "constitution": 38, "intelligence": 18, "wisdom": 28, "charisma": 32, "strength_save": 9, "dexterity_save": 6, "constitution_save": 14, "intelligence_save": 4, "wisdom_save": 9, "charisma_save": 11, "perception": 27, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 99 (18d10) lightning damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Charged Hide", "desc": "When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 22 CON save or be incapacitated until the start of its next turn." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ancient-blue-dragon/" }, { "slug": "ancient_bronze_dragon_bf", "desc": "", "name": "Ancient Bronze Dragon", "size": "gargantuan", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 314, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 28, "dexterity": 22, "constitution": 38, "intelligence": 18, "wisdom": 28, "charisma": 32, "strength_save": 9, "dexterity_save": 6, "constitution_save": 14, "intelligence_save": 4, "wisdom_save": 9, "charisma_save": 11, "perception": 27, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Repulsion Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 15 ft., one target. _Hit:_ 20 (2d10+9) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 10 ft., one target. _Hit:_ 16 (2d6+9) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 20 ft., one target. _Hit:_ 18 (2d8+9) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 DEX save, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one." }, { "name": "Repulsion Breath (Recharge 6)", "desc": "The dragon exhales repulsion energy in a 90-foot cone. Each creature in that area must succeed on a DC 22 STR save or be pushed up to 45 feet away from the dragon." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to lightning damage until the end of its next turn. A target resistant to lightning damage isn't resistant to it for the duration. A target immune to lightning damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 DEX save or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." }, { "name": "Lightning Extraction", "desc": "As the **young bronze dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 22." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ancient-bronze-dragon/" }, { "slug": "ancient_red_dragon_bf", "desc": "", "name": "Ancient Red Dragon", "size": "gargantuan", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 382, "hit_dice": "", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 30, "dexterity": 24, "constitution": 42, "intelligence": 18, "wisdom": 28, "charisma": 36, "strength_save": 10, "dexterity_save": 7, "constitution_save": 16, "intelligence_save": 4, "wisdom_save": 9, "charisma_save": 13, "perception": 26, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage plus 14 (4d6) fire damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 DEX save, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 21 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Boil Over", "desc": "When the red dragon hasn't unleashed its Fire Breath, the heat builds and rolls outward from it. While the dragon's Fire Breath is available, it emits immense heat, and each creature that starts its turn within 30 feet of the dragon must succeed on a DC 24 CON save or take 7 (2d6) fire damage. A creature that fails this save by 5 or more also suffers one level of exhaustion." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ancient-red-dragon/" }, { "slug": "ancient_silver_dragon_bf", "desc": "", "name": "Ancient Silver Dragon", "size": "gargantuan", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 355, "hit_dice": "", "speed": { "walk": 40, "fly": 80 }, "strength": 30, "dexterity": 22, "constitution": 40, "intelligence": 18, "wisdom": 28, "charisma": 32, "strength_save": 10, "dexterity_save": 6, "constitution_save": 15, "intelligence_save": 4, "wisdom_save": 9, "charisma_save": 11, "perception": 25, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 23 CON save, taking 99 (22d8) cold damage on a failed save, or half as much damage on a successful one." }, { "name": "Paralyzing Breath (Recharge 6)", "desc": "As the **silver dragon wyrmling**, except it is a 90-foot cone, and the save DC is 23." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 19 CHA save or be vulnerable to cold damage until the end of its next turn. A target resistant to cold damage isn't resistant to it for the duration. A target immune to cold damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Freezing Fog", "desc": "As the **young silver dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 23." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ancient-silver-dragon/" }, { "slug": "assassin_bf", "desc": "", "name": "Assassin", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 157, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 22, "constitution": 14, "intelligence": 18, "wisdom": 10, "charisma": 10, "strength_save": 0, "dexterity_save": 6, "constitution_save": 2, "intelligence_save": 4, "wisdom_save": 0, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "poison,poisoned", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Thieves' Cant plus any two languages", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The assassin makes three Shortsword or Hand Crossbow attacks." }, { "name": "Shortsword", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Hand Crossbow", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Hidden Step", "desc": "The assassin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Evasion", "desc": "If the assassin is subjected to an effect that allows it to make a DEX save to take only half damage, the assassin instead takes no damage if it succeeds on the save, and only half damage if it fails." }, { "name": "Poisoned Weapons", "desc": "The assassin's weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the assassin can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the assassin's next turn.\n- **Assassin's Friend.** A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.\n- **Buyer's Mercy.** A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.\n- **Meddler's Fate.** A creature poisoned by a weapon coated with this poison has its speed halved while poisoned." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_assassin/" }, { "slug": "couatl_bf", "desc": "", "name": "Couatl", "size": "medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "", "speed": { "walk": 30, "fly": 90 }, "strength": 16, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 24, "charisma": 22, "strength_save": 3, "dexterity_save": 5, "constitution_save": 3, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 6, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Celestial Resilience", "damage_immunities": "psychic", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The couatl makes one Bite attack and one Constrict attack." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6+5) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 HP, the couatl can choose for the target to be stable but poisoned for 1 hour, even after regaining HP, and is unconscious while poisoned in this way." }, { "name": "Constrict", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the couatl can't Constrict another target." }, { "name": "Healing Hiss (3/Day)", "desc": "The couatl croons a soothing hiss at a creature it can sense within 5 feet of it. The target magically regains 10 (3d6) HP and is freed from any disease or poison." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The couatl magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the couatl's choice). It reverts to its true form if it dies. In a new form, the couatl retains its Celestial Resilience and Inscrutable traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action and the Rainbow Shield reaction. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [ { "name": "Rainbow Shield", "desc": "When a creature the couatl can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has disadvantage on the attack roll. If the protected creature hasn't attacked or harmed another creature within the last minute, the attacker's attack misses instead." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Celestial Resilience", "desc": "The couatl is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks." }, { "name": "Inscrutable", "desc": "The couatl is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells or effects, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the couatl's intentions or sincerity have disadvantage." }, { "name": "Magic Resistance", "desc": "The couatl has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The couatl's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_couatl/" }, { "slug": "glabrezu_bf", "desc": "", "name": "Glabrezu", "size": "large", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 154, "hit_dice": "", "speed": { "walk": 40 }, "strength": 28, "dexterity": 14, "constitution": 28, "intelligence": 18, "wisdom": 24, "charisma": 24, "strength_save": 9, "dexterity_save": 2, "constitution_save": 9, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 7, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience", "damage_immunities": "Demonic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "Abyssal,telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The glabrezu makes two Claw attacks and two Pincer attacks, or it makes four Crackling Flame Bolt attacks. It can replace both Claw attacks with two Crackling Flame Bolt attacks." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 10 (2d4+5) slashing damage plus 3 (1d6) fire damage and 3 (1d6) lightning damage." }, { "name": "Pincer", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). The glabrezu has two pincers, each of which can grapple only one target." }, { "name": "Crackling Flame Bolt", "desc": "_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 6 (1d6+3) fire damage plus 10 (3d6) lightning damage." } ], "bonus_actions": [ { "name": "Manipulating Whispers", "desc": "The glabrezu whispers in the mind of a creature it can see within 120 feet of it, encouraging the creature to commit wicked acts. The target must succeed on a DC 17 CHA save or succumb to one of the following urges:\n- **Boastful Stance.** The target is overcome with surety of its own battle prowess, momentarily letting down its guard. Creatures have advantage on attack rolls against the target until the start of the glabrezu's next turn.\n- **Confirmation of Wealth.** The target is briefly overcome with the desire to confirm the amount and status of its valuables. It uses either an action or bonus action on its next turn (the glabrezu's choice) to count and take stock of its valuables.\n- **Wrathful Strike.** Anger fills the target, and it immediately lashes out at those nearby. The target uses its reaction to make one melee weapon attack against a creature of the glabrezu's choice within 5 feet of the target." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Demonic Resilience", "desc": "The glabrezu is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The glabrezu has advantage on saves against spells and other magical effects." }, { "name": "Point Blank Grappler", "desc": "When the glabrezu makes a Crackling Flame Bolt attack, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, provided it is grappling that creature." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_glabrezu/" }, { "slug": "green_dragon_wyrmling_bf", "desc": "", "name": "Green Dragon Wyrmling", "size": "medium", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 51, "hit_dice": "", "speed": { "walk": 30, "fly": 60, "swim": 30 }, "strength": 14, "dexterity": 16, "constitution": 16, "intelligence": 18, "wisdom": 14, "charisma": 16, "strength_save": 2, "dexterity_save": 3, "constitution_save": 3, "intelligence_save": 4, "wisdom_save": 2, "charisma_save": 3, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft., keensense 10 ft.", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and one Claw attack." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage plus 3 (1d6) poison damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage." }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 CON save, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Pounce", "desc": "If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_green-dragon-wyrmling/" }, { "slug": "ice_devil_bf", "desc": "", "name": "Ice Devil", "size": "large", "type": "Fiend", "subtype": "Devil", "group": "Devils", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 193, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 24, "constitution": 28, "intelligence": 18, "wisdom": 24, "charisma": 28, "strength_save": 5, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": 4, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "blinded,Devilish Resilience", "damage_immunities": "cold,Devilish Resilience", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Infernal,telepathy 120 ft.", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two Claw attacks and one Tail attack, or it makes three Icicle Shard attacks." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage plus 18 (4d8) cold damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage plus 18 (4d8) cold damage." }, { "name": "Icicle Shard", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 13 (2d8+4) piercing damage plus 18 (4d8) cold damage." } ], "bonus_actions": [ { "name": "Ice Wall", "desc": "The ice devil causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the devil's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 17 DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.<br>The wall lasts 1 minute, until the devil creates a new wall, or until the devil dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage." } ], "reactions": [ { "name": "Ice Shield", "desc": "When the ice devil or a friendly creature it can see is hit by an attack, the devil can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Devilish Resilience", "desc": "The devil is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saves against spells and other magical effects." }, { "name": "Snow Walk", "desc": "The devil can move across icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn't cost it extra movement." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ice-devil/" }, { "slug": "mage_apprentice_bf", "desc": "", "name": "Mage Apprentice", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 10, "armor_desc": "13 with mage armor", "hit_points": 40, "hit_dice": "", "speed": { "walk": 30 }, "strength": 8, "dexterity": 12, "constitution": 12, "intelligence": 18, "wisdom": 12, "charisma": 10, "strength_save": -1, "dexterity_save": 1, "constitution_save": 1, "intelligence_save": 4, "wisdom_save": 1, "charisma_save": 0, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "any two languages", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Dagger", "desc": "_Melee or Ranged Weapon Attack:_ +3 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 2 (1d4) piercing damage plus 9 (2d8) force damage." }, { "name": "Arcane Bolt", "desc": "_Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 11 (2d8+2) force damage." }, { "name": "Spellcasting", "desc": "The mage apprentice casts one of the following spells, using INT as the spellcasting ability (spell save DC 12).<br>At will: _mage hand_, _minor illusion_<br>1/day each: _color spray_, _mage armor_, _sleep_" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Arcane Weapons", "desc": "The mage apprentice's weapon attacks are magical. When the mage hits with any weapon, the weapon deals an extra 2d8 force damage (included in the attack)." }, { "name": "Reckless Show-Off", "desc": "If it can see a fellow apprentice or its magical teacher at the start of its turn, the mage apprentice has advantage on the first spell attack roll it makes during that turn, but attack rolls against it also have advantage until the start of its next turn." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mage-apprentice/" }, { "slug": "marilith_bf", "desc": "", "name": "Marilith", "size": "large", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 217, "hit_dice": "", "speed": { "walk": 40 }, "strength": 28, "dexterity": 20, "constitution": 30, "intelligence": 18, "wisdom": 26, "charisma": 30, "strength_save": 9, "dexterity_save": 5, "constitution_save": 10, "intelligence_save": 4, "wisdom_save": 8, "charisma_save": 10, "perception": 18, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks,Demonic Resilience", "damage_immunities": "Demonic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "Abyssal,telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The marilith makes two Dagger attacks, two Mace attacks, and two Longsword attacks. It can replace two Dagger attacks with a Tail attack." }, { "name": "Dagger", "desc": "_Melee or Ranged Weapon Attack:_ +9 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 9 (2d4+4) piercing damage plus 7 (2d6) fire damage." }, { "name": "Mace", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage." }, { "name": "Longsword", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 7 (2d6) fire damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one creature. _Hit:_ 20 (3d10+4) bludgeoning damage plus 7 (2d6) fire damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its Tail, and the marilith can't make Tail attacks against other targets." } ], "bonus_actions": [ { "name": "Marilith Tactics", "desc": "The marilith shouts one of the following commands at up to two friendly creatures it can see within 30 feet of it:\n- **March!** Each target can use a reaction to move up to half its speed in a direction of the marilith's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks.\n- **Protect Yourself!** Each target gains the marilith's Parry reaction until the start of the marilith's next turn.\n- **Remember Your Training!** Each target has advantage on the next weapon attack roll it makes before the start of the marilith's next turn." }, { "name": "Teleport", "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see." } ], "reactions": [ { "name": "Parry", "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Demonic Resilience", "desc": "The marilith is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Flaming Weapons", "desc": "The marilith's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The marilith has advantage on saves against spells and other magical effects." }, { "name": "Reactive", "desc": "The marilith gets up to five extra reactions, but these extra reactions can be used only for Parry." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_marilith/" }, { "slug": "planetar_bf", "desc": "", "name": "Planetar", "size": "large", "type": "Celestial", "subtype": "Angel", "group": "Angels", "alignment": "", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 242, "hit_dice": "", "speed": { "walk": 40, "fly": 120 }, "strength": 24, "dexterity": 20, "constitution": 34, "intelligence": 18, "wisdom": 32, "charisma": 32, "strength_save": 7, "dexterity_save": 5, "constitution_save": 12, "intelligence_save": 4, "wisdom_save": 11, "charisma_save": 11, "perception": 21, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Angelic Resilience", "damage_immunities": "Angelic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The planetar makes two Greatsword attacks, or it makes three Radiant Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Radiant Bolt attacks hit one creature, the target must succeed on a DC 19 CON save or be blinded until the end of its next turn." }, { "name": "Greatsword", "desc": "_Melee Weapon Attack:_ +12 to hit, reach 5 ft., one target. _Hit:_ 21 (4d6+7) slashing damage plus 31 (7d8) radiant damage." }, { "name": "Radiant Bolt", "desc": "_Ranged Spell Attack:_ +11 to hit, range 60 ft., one target. _Hit:_ 33 (6d8+6) radiant damage." }, { "name": "Radiant Burst (Recharge 6)", "desc": "A pulse of divine power ripples out from the planetar's golden halo. Each hostile creature within 15 feet of the planetar must make a DC 19 DEX save, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 15 feet of the planetar is empowered with divine energy and has advantage on all melee attack rolls it makes before the start of the planetar's next turn." }, { "name": "Healing Touch (4/Day)", "desc": "The planetar touches another creature. The target magically regains 30 (6d8+3) HP and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Spellcasting", "desc": "The planetar casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 19).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _daylight_, _raise dead_ (as an action)" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Angelic Resilience", "desc": "The planetar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions." }, { "name": "Angelic Senses", "desc": "The planetar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated." }, { "name": "Angelic Weapons", "desc": "The planetar's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 7d8 radiant damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The planetar knows if it hears a lie." }, { "name": "Divine Protection", "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the planetar." }, { "name": "Immortal Nature", "desc": "The planetar doesn't require food, drink, or sleep." }, { "name": "Magic Resistance", "desc": "The planetar has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_planetar/" }, { "slug": "glabrezu", "desc": "", "name": "Glabrezu", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 40 }, "strength": 20, "dexterity": 15, "constitution": 21, "intelligence": 19, "wisdom": 17, "charisma": 16, "strength_save": 9, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 13", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell." }, { "name": "Pincer", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.", "attack_bonus": 9, "damage_dice": "2d10", "damage_bonus": 5 }, { "name": "Fist", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d4", "damage_bonus": 2 }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:\nAt will: darkness, detect magic, dispel magic\n1/day each: confusion, fly, power word stun" }, { "name": "Magic Resistance", "desc": "The glabrezu has advantage on saving throws against spells and other magical effects." } ], "spell_list": [ "https://api.open5e.com/v2/spells/darkness/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/dispel-magic/?format=api", "https://api.open5e.com/v2/spells/confusion/?format=api", "https://api.open5e.com/v2/spells/fly/?format=api", "https://api.open5e.com/v2/spells/power-word-stun/?format=api" ], "page_no": 271, "environments": [ "Abyss" ], "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_glabrezu/" }, { "slug": "nalfeshnee", "desc": "", "name": "Nalfeshnee", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d10+96", "speed": { "walk": 20, "fly": 30 }, "strength": 21, "dexterity": 10, "constitution": 22, "intelligence": 19, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 9, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 11", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.", "attack_bonus": 10, "damage_dice": "5d10", "damage_bonus": 5 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6", "damage_bonus": 5 }, { "name": "Horror Nimbus (Recharge 5-6)", "desc": "The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours." }, { "name": "Teleport", "desc": "The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The nalfeshnee has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 272, "environments": [ "Abyss" ], "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_nalfeshnee/" }, { "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/" }, { "slug": "ahu-nixta-cataphract", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Cataphract", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "clockwork armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 19, "wisdom": 13, "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": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice." }, { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Pronged Scepter", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bashing Rod", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Arcane Cannon", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action." }, { "name": "Immutable Form", "desc": "The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis" } ], "spell_list": [], "page_no": 9, "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_ahu-nixta-cataphract/" }, { "slug": "crystalline-monolith", "desc": "The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the cavern._ \nWhether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow. \n**Crystal Gardens.** Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partially-submerged in water. \n**Magical Philosophers.** Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. \n**Crystalline Nature.** A crystalline monolith doesn’t require air, food, drink, or sleep. \n\n## A Crystalline Monolith’s Lair\n\n \nCrystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row:\n* The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again.\n* The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n* Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.", "name": "Crystalline Monolith", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d12+39", "speed": { "walk": 0, "hover": true, "fly": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 19, "wisdom": 17, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "arcana": 7, "history": 7, "insight": 6, "nature": 7, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "poison", "condition_immunities": "blinded, paralyzed, petrified, poisoned, prone", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16", "languages": "Deep Speech, Undercommon, telepathy 120 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8+2" }, { "name": "Mind Spear", "desc": "Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.", "attack_bonus": 7, "damage_dice": "4d6" }, { "name": "Psychic Burst (Recharge 5-6)", "desc": "The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned 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." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The crystalline monolith makes a Wisdom (Perception) check." }, { "name": "Teleport (Costs 2 Actions)", "desc": "The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal." } ], "special_abilities": [ { "name": "False Appearance", "desc": "While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal." }, { "name": "Magic Resistance", "desc": "The crystalline monolith has advantage on saving throws against spells and other magical effects." }, { "name": "Powerful Mind", "desc": "The crystalline monolith has advantage on Intelligence saving throws and ability checks." }, { "name": "Innate Spellcasting (Psionics)", "desc": "The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect magic, detect thoughts, mage hand, silent image\n3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis\n1/day each: confusion, dominate person, suggestion" } ], "spell_list": [], "page_no": 77, "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_crystalline-monolith/" }, { "slug": "herald-of-the-void", "desc": "The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._ \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place. \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this. \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.", "name": "Herald of the Void", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d8+65", "speed": { "hover": true, "walk": 30, "fly": 50 }, "strength": 12, "dexterity": 20, "constitution": 20, "intelligence": 19, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 9, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "perception": 10, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning, poison", "damage_immunities": "cold, necrotic, radiant", "condition_immunities": "blinded, charmed, deafened, frightened, prone, stunned, unconscious", "senses": "truesight 60 ft., passive Perception 20", "languages": "Abyssal, Common, Void Speech", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice." }, { "name": "Void Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Void Ray", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "The Final Song (Recharge 5-6)", "desc": "The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The herald of the void 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 herald regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The herald flies up to half its flying speed without provoking opportunity attacks." }, { "name": "Void Claw (Costs 2 Actions)", "desc": "The herald makes one void claw attack." }, { "name": "Discorporate (Costs 2 Actions)", "desc": "The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak." }, { "name": "Song of Mighty Doom (Costs 3 Actions)", "desc": "The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp." } ], "special_abilities": [ { "name": "Annihilating Form", "desc": "Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the herald fails a saving throw, it can choose to succeed instead." }, { "name": "Zero-Dimensional", "desc": "The herald can move through any space without squeezing." } ], "spell_list": [], "page_no": 199, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_herald-of-the-void/" }, { "slug": "major-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Major Malleable", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 218, "hit_dice": "23d12+69", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 8, "constitution": 17, "intelligence": 19, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 7, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 13", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The malleable makes three flesh tendril attacks." }, { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it." }, { "name": "Separate Malleables", "desc": "The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable." } ], "bonus_actions": null, "reactions": [ { "name": "Sudden Separation", "desc": "When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Absorb Malleable", "desc": "As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable." }, { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_major-malleable/" }, { "slug": "ahu-nixta", "desc": "", "name": "Ahu-Nixta", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "clockwork armor", "hit_points": 67, "hit_dice": "9d10+18", "speed": { "fly": 30, "swim": 30, "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 14, "intelligence": 19, "wisdom": 13, "charisma": 10, "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": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Deep Speech, Void Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "desc": "The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.", "name": "Multiattack" }, { "attack_bonus": 5, "damage_dice": "2d4+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "name": "Whirring Blades" }, { "attack_bonus": 5, "damage_dice": "1d6+3", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "name": "Pronged Scepter" }, { "attack_bonus": 5, "damage_dice": "1d10+3", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.", "name": "Bashing Rod" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.", "name": "Clockwork Encasement" }, { "desc": "The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.", "name": "Immutable Form" }, { "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 11, "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_ahu-nixta/" }, { "slug": "enchanter", "desc": "", "name": "Enchanter", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "any alignment", "armor_class": 12, "armor_desc": "15 with mage armor", "hit_points": 58, "hit_dice": "13d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 19, "wisdom": 13, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 7, "wisdom_save": null, "charisma_save": 7, "perception": 4, "skills": { "arcana": 7, "history": 7, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "attack_bonus": 5, "damage_dice": "1d4+2", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "name": "Dagger" }, { "desc": "The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target's speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter's allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the enchanter's Captivating Gaze for the next 24 hours.", "name": "Captivating Gaze" } ], "bonus_actions": null, "reactions": [ { "desc": "When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can't attack the enchanter again until the start of its next turn.", "name": "Beguiling Parry (Recharge 4-6)" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The enchanter has advantage on saving throws against being charmed, and magic can't put the enchanter to sleep.", "name": "Fey Ancestry" }, { "desc": "When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead.", "name": "Reach of the Fey" }, { "desc": "The enchanter is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following wizard spells prepared: \nCantrips (at will): dancing lights, friends, mage hand, message, prestidigitation\n1st level (4 slots): charm person*, hideous laughter*, magic missile\n2nd level (3 slots): hold person*, invisibility, suggestion*\n3rd level (3 slots): hypnotic pattern, lightning bolt\n4th level (3 slots): confusion*, conjure minor elementals\n5th level (2 slots): dominate person*, hold monster*, mislead, modify memory*\n6th level (1 slots): irresistible dance*, chain lightning\n7th level (1 slot): prismatic spray*\nEnchantment spell of 1st level or higher", "name": "Spellcasting" } ], "spell_list": [], "page_no": 143, "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_enchanter/" }, { "slug": "gargoctopus", "desc": "", "name": "Gargoctopus", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "16d10+16", "speed": { "climb": 20, "swim": 40, "walk": 40 }, "strength": 18, "dexterity": 13, "constitution": 12, "intelligence": 19, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "history": 7, "investigation": 7, "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "telepathy 100 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The gargoctopus makes four tentacle attacks or one bite attack and three tentacle attacks.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "3d8+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "name": "Bite" }, { "attack_bonus": 7, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, the gargoctopus can automatically hit the target with its tentacle, and it can't use the same tentacle on another target. The gargoctopus can grapple up to four creatures at one time.", "name": "Tentacle" }, { "desc": "One Medium or smaller creature grappled by the gargoctopus is thrown up to 20 feet in a random direction and is knocked prone. If the target strikes a solid surface, the target takes 7 (2d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone.", "name": "Fling" }, { "desc": "The gargoctopus slams the creatures grappled by it into a solid surface. Each grappled creature must make a DC 15 Constitution saving throw. On a failure, a target takes 10 (3d6) bludgeoning damage and is stunned until the end of the gargoctopus' next turn. On a success, a target takes half the damage and isn't stunned.", "name": "Tentacle Slam (Recharge 5-6)" }, { "desc": "A 20-foot-radius cloud of darkness extends around the gargoctopus. The area is heavily obscured until the start of the gargoctopus' next turn. If underwater, the gargoctopus can use the Dash action as a bonus action after releasing the cloud.", "name": "Ink Cloud (Recharge 6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The gargoctopus can breathe air and water.", "name": "Amphibious" }, { "desc": "The gargoctopus has advantage on Dexterity (Stealth) checks made to hide.", "name": "Shifting Camouflage" }, { "desc": "The gargoctopus can climb on difficult surfaces, including upside down on ceilings, without needing to make an ability check.", "name": "Spider Climb" } ], "spell_list": [], "page_no": 167, "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_gargoctopus/" }, { "slug": "alchemist-a5e", "desc": "", "name": "Alchemist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 14, "intelligence": 19, "wisdom": 14, "charisma": 13, "strength_save": null, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "investigation": 7, "nature": 7, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "fire, poison", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "any four", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The alchemist attacks twice with their dagger." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage." }, { "name": "Bomb (3/Day)", "desc": "The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success." } ], "bonus_actions": [ { "name": "Alter Bomb", "desc": "The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder." }, { "name": "Potion", "desc": "The alchemist drinks or administers a potion." } ], "reactions": [ { "name": "Desperate Drink (1/Day", "desc": "When the alchemist is dealt damage, they drink a potion." }, { "name": "Alchemists brew concoctions with potent magical and chemical properties", "desc": "Some alchemists perform dangerous experiments to perfect new alchemical recipes, while others fabricate guardians and other constructs in pursuit of the creation of life itself." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alchemy Schooling", "desc": "The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies." }, { "name": "Crafting", "desc": "So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity." }, { "name": "Potion Crafter", "desc": "The alchemist has the following potions on hand:" }, { "name": "Potion of climbing", "desc": "For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb" }, { "name": "Potion of greater healing (3)", "desc": "Restores 14 (4d4 + 4) hit points" }, { "name": "Potion of superior healing", "desc": " Restores 28 (8d4 + 8) hit points" }, { "name": "Potion of water breathing", "desc": "For 1 hour, the drinker can breathe underwater" } ], "spell_list": [], "page_no": 466, "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/a5e-mm_alchemist/" }, { "slug": "cosmopolitan-alchemist-a5e", "desc": "", "name": "Cosmopolitan Alchemist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 14, "intelligence": 19, "wisdom": 14, "charisma": 13, "strength_save": null, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "investigation": 7, "nature": 7, "perception": 5, "insight": 5, "sleight": 0 }, "damage_vulnerabilities": "", "damage_resistances": "fire, poison", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "any four", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The alchemist attacks twice with their dagger." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage." }, { "name": "Bomb (3/Day)", "desc": "The alchemist lobs a bomb at a point they can see within 80 feet. Upon impact the bomb explodes in a 10-foot radius. Creatures in the area make a DC 15 Dexterity saving throw taking 24 (7d6) fire damage on a failure or half damage on a success." } ], "bonus_actions": [ { "name": "Alter Bomb", "desc": "The alchemist quickly swaps reagents to change the damage dealt by their next bomb to acid, cold, lightning, poison, or thunder." }, { "name": "Potion", "desc": "The alchemist drinks or administers a potion." } ], "reactions": [ { "name": "Desperate Drink (1/Day", "desc": "When the alchemist is dealt damage, they drink a potion." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Alchemy Schooling", "desc": "The alchemist gains their proficiency bonus and an expertise die (+1d6) on checks made with alchemists supplies." }, { "name": "Crafting", "desc": "So long as the alchemist has the required components and equipment, they are able to craft potions of up to legendary rarity and other magic items of up to very rare rarity." }, { "name": "Potion Crafter", "desc": "The alchemist has the following potions on hand:" }, { "name": "Potion of Climbing", "desc": "For 1 hour, the drinker gains a climb speed equal to its Speed and has advantage on Athletics checks made to climb." }, { "name": "Potion of Greater Healing (3)", "desc": "Restores 14 (4d4 + 4) hit points." }, { "name": "Potion of Superior Healing", "desc": "Restores 28 (8d4 + 8) hit points." }, { "name": "Potion of Water Breathing", "desc": "For 1 hour, the drinker can breathe underwater." } ], "spell_list": [], "page_no": 467, "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/a5e-mm_cosmopolitan-alchemist/" }, { "slug": "akyishigal-tob1-2023", "desc": "False", "name": "Akyishigal", "size": "Large", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 138, "hit_dice": "12d10 + 72", "speed": { "walk": 40, "fly": 40, "burrow": 40 }, "strength": 21, "dexterity": 17, "constitution": 22, "intelligence": 19, "wisdom": 14, "charisma": 20, "strength_save": 9, "dexterity_save": 7, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 16, "skills": { "Acrobatics": 11, "Athletics": 9, "Perception": 6, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, lightning, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., truesight 60 ft., passive Perception 16", "languages": "Abyssal, Common, Draconic, Elvish, Infernal, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Akyishigal makes four Claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 3 (1d6) poison damage." }, { "name": "Call Spawn (1/Day)", "desc": "Akyishigal magically calls one spawn of Akyishigal. The spawn arrives in 1d4 rounds, acting as an ally of Akyishigal and obeying its telepathic commands. The spawn remains for 1 hour, until Akyishigal dies, or until Akyishigal dismisses it as a bonus action." }, { "name": "Spellcasting", "desc": "Akyishigal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: detect evil and good, pass without trace\n3/day: dispel magic, giant insect, insect plague\n1/day: contagion (filth fever only)" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Akyishigal magically transforms into a Large or smaller insectoid Beast or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies." }, { "name": "Teleport", "desc": "Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." }, { "name": "Skitter (Costs 2 Actions)", "desc": "Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks." }, { "name": "Cast a Spell (Costs 2 Actions)", "desc": "Akyishigal uses Spellcasting." } ], "reactions": [], "legendary_desc": "Akyishigal 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. Akyishigal regains spent legendary actions at the start of his turn.", "legendary_actions": [ { "name": "Teleport", "desc": "Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." }, { "name": "Skitter (Costs 2 Actions)", "desc": "Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks." }, { "name": "Cast a Spell (Costs 2 Actions)", "desc": "Akyishigal uses Spellcasting." } ], "special_abilities": [ { "name": "Cloak of Swarms", "desc": "Akyishigal emits a cloud of flying, stinging insects from his mouth, eyes, and tears in his skin that spreads out in a 5-foot radius from him. At the start of each of his turns, Akyishigal chooses whether this cloak is active." }, { "name": "Legendary Resistance (3/Day)", "desc": "If Akyishigal fails a saving throw, he can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "Akyishigal has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 75, "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_akyishigal/" }, { "slug": "ancientflamedragon-tob1-2023", "desc": "False", "name": "Ancient Flame Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 518, "hit_dice": "28d20 + 224", "speed": { "walk": 80, "fly": 40 }, "strength": 23, "dexterity": 14, "constitution": 27, "intelligence": 19, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 9, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 13, "perception": 27, "skills": { "Deception": 13, "Perception": 17, "Persuasion": 13, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Ignan", "challenge_rating": "23", "cr": 23.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Shifting Flames", "desc": "The dragon magically transforms into a Gargantuan or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." }, { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Fire Incarnate", "desc": "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." }, { "name": "Heated Body", "desc": "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 117, "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_ancient-flame-dragon/" }, { "slug": "ancientseadragon-tob1-2023", "desc": "False", "name": "Ancient Sea Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 518, "hit_dice": "28d20 + 224", "speed": { "walk": 80, "fly": 40 }, "strength": 29, "dexterity": 10, "constitution": 27, "intelligence": 19, "wisdom": 17, "charisma": 21, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 27, "skills": { "Perception": 17, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "False", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Primordial", "challenge_rating": "23", "cr": 23.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage." }, { "name": "Fin", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the creature takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage and is pushed up to 45 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swimming speed if in the water." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." } ], "spell_list": [], "page_no": 125, "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_ancient-sea-dragon/" }, { "slug": "bloodhag-tob1-2023", "desc": "False", "name": "Blood Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 204, "hit_dice": "24d8 + 96", "speed": { "walk": 30 }, "strength": 20, "dexterity": 16, "constitution": 18, "intelligence": 19, "wisdom": 21, "charisma": 17, "strength_save": null, "dexterity_save": 7, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 19, "skills": { "Deception": 7, "Intimidation": 7, "Perception": 9, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 19", "languages": "Common, Giant, Sylvan", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse." }, { "name": "Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage, and the target is grappled (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target." }, { "name": "Blood Bolt", "desc": "Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn." }, { "name": "Blood-Drinking Hair", "desc": "The hag drains blood from one creature grappled by her. The target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken." }, { "name": "Face Peel", "desc": "The blood hag peels the face off one creature grappled by her. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) slashing damage and be stunned until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Sanguine Curse", "desc": "The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is incapacitated and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success." }, { "name": "Spellcasting", "desc": "The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):\nAt will: disguise self, knock, tongues\n3/day each: modify memory, pass without trace" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Sense", "desc": "The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her." } ], "spell_list": [], "page_no": 226, "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_blood-hag/" }, { "slug": "bonepowderghoul-tob1-2023", "desc": "False", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 180, "hit_dice": "24d6 + 96", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 16, "skills": { "Perception": 6, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Gravedust", "desc": "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Whirlwind (Dust Form Only; Recharge 5-6)", "desc": "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced." }, { "name": "Spellcasting", "desc": "(Coalesced Form Only)The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: dispel magic, mage hand, ray of enfeeblement\n3/day each: blindness/deafness, fear\n1/day: phantasmal killer" } ], "bonus_actions": [], "reactions": [ { "name": "Coalesce", "desc": "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous (Dust Form Only)", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Hungry Dead Nature", "desc": "The ghoul requires no air or sleep." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." } ], "spell_list": [], "page_no": 201, "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_bonepowder-ghoul/" }, { "slug": "icemaiden-tob1-2023", "desc": "False", "name": "Ice Maiden", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 84, "hit_dice": "13d8 + 26", "speed": { "walk": 30 }, "strength": 12, "dexterity": 17, "constitution": 15, "intelligence": 19, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 11, "skills": { "Deception": 8, "Persuasion": 8, "Stealth": 6 }, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Giant, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The ice maiden makes two Ice Blade or Ice Bolt attacks." }, { "name": "Ice Blade", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 14 (4d6) cold damage." }, { "name": "Ice Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (4d6 + 5) cold damage." }, { "name": "Kiss of the Frozen Heart", "desc": "The ice maiden kisses a willing Humanoid, freezing the target's heart. The target has immunity to cold damage, but it is charmed by the ice maiden until the maiden ends the effect (no action required) or until the target is kissed by a creature that loves it. The charmed target obeys the maiden's verbal commands. If the target suffers any harm from the maiden or her allies, or if it receives a suicidal command, it can make a DC 16 Wisdom saving throw, ending the effect on itself on a success. The maiden can have no more than three Humanoids charmed at a time." }, { "name": "Icy Embrace (Recharge 5-6)", "desc": "The ice maiden blasts wintry weather on a point she can see within 60 feet of her. Each creature within 15 feet of that point must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) cold damage and is restrained by ice until the end of its next turn. On a success, a creature takes half the damage and isn't restrained. The area then becomes icy, difficult terrain for 1 minute." } ], "bonus_actions": [ { "name": "Snow Step", "desc": "The ice maiden teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. The origin and destination spaces must contain snow or ice." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Chilling Presence", "desc": "A creature that starts its turn within 15 feet of the ice maiden must succeed on a DC 16 Constitution saving throw or take 3 (1d6) cold damage. Unprotected, nonmagical flames within 15 feet of the maiden are extinguished, and water freezes if it remains within 15 feet of the maiden for at least 1 minute." }, { "name": "Ice Walk", "desc": "The ice maiden can move across icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement." }, { "name": "Magic Resistance", "desc": "The ice maiden has advantage on saving throws against spells and other magical effects." }, { "name": "Snow Sight", "desc": "The ice maiden can see through areas obscured by snow or fog without penalty." } ], "spell_list": [], "page_no": 238, "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_ice-maiden/" }, { "slug": "akkorokamui", "desc": "", "name": "Akkorokamui", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "14d20+42", "speed": { "walk": 15, "swim": 60 }, "strength": 21, "dexterity": 16, "constitution": 16, "intelligence": 19, "wisdom": 20, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 30', darkvision 120', passive Perception 19", "languages": "understands all but can't speak, telepathy 120'", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Three Tentacles. Can replace one with Spellcasting or Healing Touch." } ], "bonus_actions": null, "reactions": [ { "name": "Guardian's Grasp", "desc": "When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm's way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn't willing this reaction fails." } ], "legendary_desc": "", "legendary_actions": [ { "name": "Discern", "desc": "Makes a Wis (Perception) or Wis (Insight) check." }, { "name": "Jet", "desc": "Swims up to half its swimming speed with o provoking opportunity attacks." }, { "name": "Cast a Spell (2)", "desc": "Uses Spellcasting." }, { "name": "Tentacle Sweep (2)", "desc": "Spins in place with its tentacles extended. Each creature within 20' of it that isn't grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage." } ], "special_abilities": [ { "name": "Amphibious", "desc": "Can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "Choose to succeed failed save." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." }, { "name": "Magic Weapons", "desc": "Weapon attacks are magical." }, { "name": "Offering of Flesh", "desc": "Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creature's choice). Limb restoration effect works like regenerate spell. Hook's magic works only if the akkorokamui offered it willingly." }, { "name": "Regeneration", "desc": "Regains 15 hp at start of its turn if it has at least 1 hp." }, { "name": "Siege Monster", "desc": "Double damage to objects/structures." } ], "spell_list": [], "page_no": 11, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_akkorokamui/" }, { "slug": "devil-maelstrom", "desc": "", "name": "Devil, Maelstrom", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d10+52", "speed": { "walk": 30, "fly": 40, "swim": 120 }, "strength": 17, "dexterity": 16, "constitution": 15, "intelligence": 19, "wisdom": 12, "charisma": 21, "strength_save": 7, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "cold; nonmagical B/P/S attacks", "damage_immunities": "fire, lightning, poison", "condition_immunities": "poisoned", "senses": "darkvision 120', passive Perception 11", "languages": "Infernal, telepathy 120'", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Three Claws attacks and one Tempest Trident attack or it makes three Lightning Ray attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d6+3) slashing damage." }, { "name": "Tempest Trident", "desc": "Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12+3) piercing damage + 7 (2d6) cold. A creature hit by this: knocked prone (DC 16 Str negates) by a gust of wind channeled through the trident." }, { "name": "Lightning Ray", "desc": "Ranged Spell Attack: +8 to hit, 150 ft., one target, 18 (4d8) lightning." }, { "name": "Crown of Water (1/Day)", "desc": "The water on devil's head erupts in a geyser. Each creature within 10 ft. of devil: 35 (10d6) cold (DC 16 Con half). For 1 min when a creature enters a space within 10 ft. of the devil for 1st time on a turn or starts its turn there that creature: DC 16 Con save or take 10 (3d6) cold." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magic darkness doesn't impede its darkvision." }, { "name": "Influence Weather", "desc": "Nearby weather responds to devil's desires. At start of each min devil can choose to change precipitation and wind within 1 mile of it by one stage up or down (no action required). This works like the changing weather conditions aspect of the control weather spell except devil can't change temperature and conditions change immediately." }, { "name": "Magic Resistance", "desc": "Advantage: spell/magic effect saves." } ], "spell_list": [], "page_no": 122, "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_devil-maelstrom/" }, { "slug": "ley-wanderer", "desc": "", "name": "Ley Wanderer", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d12+32", "speed": { "walk": 10, "fly": 40 }, "strength": 14, "dexterity": 9, "constitution": 14, "intelligence": 19, "wisdom": 11, "charisma": 10, "strength_save": 5, "dexterity_save": 2, "constitution_save": null, "intelligence_save": 7, "wisdom_save": null, "charisma_save": null, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "nonmagic B/P/S attacks", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 60', passive Perception 13", "languages": "all, telepathy 120'", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "Three Slam or Psychic Lash attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d8+2) bludgeoning damage + 9 (2d8) psychic." }, { "name": "Psychic Lash", "desc": "Ranged Spell Attack: +7 to hit 5 ft. or range 120' one target 17 (3d8+4) psychic." }, { "name": "Dispelling Burst (Recharge 5-6)", "desc": "Emits a psychic burst that disrupts magic within 30' of it. Each creature in the area: 27 (6d8) psychic (DC 15 Int half). Each spell of 3rd level or lower in the area immediately ends and wanderer gains 5 temp hp for each spell ended this way." }, { "name": "Teleport (3/Day)", "desc": "Magically teleports itself and up to six willing creatures holding hands with wanderer with items worn/carried to location it is familiar with up to 100 miles away. If destination is a location rich in magical energy (ex: ley line) can teleport up to 300 miles away." } ], "bonus_actions": [ { "name": "Drain Magic Item", "desc": "Drains the magic from an item it is holding. Magic item with charges loses 1d6 charges item with limited uses per day loses one daily use and single-use item such as potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 min. Wanderer gains 5 temp hp each time it drains a magic item. A drained item regains its magic after 24 hrs." } ], "reactions": [ { "name": "Absorb Spell", "desc": "When a creature wanderer can see within 30' of it casts spell wanderer can absorb spell's energy countering it. Works like counterspell except wanderer must always make spellcasting ability check no matter spell's level. Its ability check for this is +7. If it successfully counters the spell it gains 5 temp hp/spell level." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sense Magic", "desc": "Senses magic within 120' of it at will. This otherwise works like the detect magic spell but isn't itself magical." } ], "spell_list": [], "page_no": 260, "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_ley-wanderer/" } ] }{ "count": 3207, "next": "