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_save&page=16
https://api.open5e.com/monsters/?format=api&ordering=intelligence_save&page=17", "previous": "https://api.open5e.com/monsters/?format=api&ordering=intelligence_save&page=15", "results": [ { "slug": "bereginyas", "desc": "_These small, winged faeries appear to be made out of gray mist, and can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs._ \n**Mist Dancers.** These evil and cunning faeries (whose name means “mist dancers” in Old Elvish) overcome their victims by seeping into their lungs and choking them on the bereginyas’s foul essence. \n**Mountain Spirits.** They are most commonly found in the highest mountain ranges, often above the treeline, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them; these offerings are certainly welcome during the spring lambing season.", "name": "Bereginyas", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 70, "hit_dice": "20d4+20", "speed": { "walk": 20, "fly": 60 }, "strength": 14, "dexterity": 20, "constitution": 12, "intelligence": 13, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "bludgeoning", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Smother", "desc": "If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 36, "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_bereginyas/" }, { "slug": "berstuc", "desc": "_Although slightly stooped, this male figure is muscular and broad-shouldered. The creature’s head is lost in a riot of moss, and a thick mustache and beard reach almost to its waist._ \nThe hulking, moss-haired berstuc looks sculpted out of a primordial forest—and it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane. \n_**Poisoned Fruit.**_ Berstuc prowl forests in search of travellers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travellers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes. \n_**Verdant Nature.**_ The berstuc doesn’t require food or sleep.", "name": "Berstuc", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 40, "burrow": 20 }, "strength": 22, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 14, "charisma": 19, "strength_save": 10, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": null, "skills": { "deception": 8, "nature": 10, "stealth": 4, "survival": 6 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Abyssal, Common, Sylvan; telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The berstuc makes three slam attacks and Absorbs once." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).", "attack_bonus": 10, "damage_dice": "2d8" }, { "name": "Absorb", "desc": "The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Presence", "desc": "The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked." }, { "name": "Magic Resistance", "desc": "The berstuc has advantage on saving throws against spells and other magical effects." }, { "name": "Twisted Path", "desc": "The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours." }, { "name": "Forest Camoflage", "desc": "The berstuc's stealth bonus is increased to +8 in forest terrain." } ], "spell_list": [], "page_no": 76, "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_berstuc/" }, { "slug": "black-knight-commander", "desc": "", "name": "Black Knight Commander", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "plate", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 18, "dexterity": 10, "constitution": 14, "intelligence": 12, "wisdom": 13, "charisma": 15, "strength_save": 7, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": null, "skills": { "athletics": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "any two languages", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The black knight commander makes two melee attacks." }, { "name": "Mace", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lance", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Frightful Charge (Recharges after a Short or Long Rest)", "desc": "The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Charge", "desc": "If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage." }, { "name": "Hateful Aura", "desc": "The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below)." }, { "name": "Magic Weapons", "desc": "The black knight commander's weapon attacks are made with magical (+1) weapons." } ], "spell_list": [], "page_no": 418, "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_black-knight-commander/" }, { "slug": "blemmyes", "desc": "_This headless giant has a large mouth in its chest, with eyes bulging out on either side of it._ \n**Always Hungry.** Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence. \n**Cannibals.** So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their race when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast.", "name": "Blemmyes", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10+80", "speed": { "walk": 40 }, "strength": 20, "dexterity": 13, "constitution": 20, "intelligence": 7, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "intimidation": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The blemmyes makes two slam attacks and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.", "attack_bonus": 8, "damage_dice": "4d6" }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.", "attack_bonus": 8, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Carnivorous Compulsion", "desc": "If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it." } ], "spell_list": [], "page_no": 37, "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_blemmyes/" }, { "slug": "blood-hag", "desc": "_This bent-backed crone has long, leathery arms and cruel, flesh‑shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree._ \n**Vampiric Origins.** Blood hags have long skulked on the fringes of society. The first blood hags appeared when a red hag mated with a mad vampire archmage—their offspring became the first blood hags. Many more followed. \n**Face Stealers.** Blood hags prey on mankind, stealing their seed to propagate, their blood to satisfy their insatiable thirst, and their faces as trophies of these short-lived and bloody trysts. \n**Worm Hair.** A blood hag’s hair is a morass of wriggling worms, ever thirsty for fresh blood.", "name": "Blood Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "21d8+84", "speed": { "walk": 30, "climb": 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": 9, "skills": { "deception": 7, "intimidation": 7, "perception": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, poisoned", "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 19", "languages": "Common, Giant, Infernal, Sylvan, Trollkin", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The blood hag makes two claw attacks and one blood-drinking hair attack." }, { "name": "Blood-Drinking Hair", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "4d6" }, { "name": "Call the Blood", "desc": "The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours." }, { "name": "1", "desc": "Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute." }, { "name": "2", "desc": "Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute." }, { "name": "3", "desc": "Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute." }, { "name": "4", "desc": "Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save." }, { "name": "Face Peel", "desc": "The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Sense", "desc": "A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet." }, { "name": "Innate Spellcasting", "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing\n\n3/day each: bestow curse, invisibility, mirror image\n\n1/day each: cloudkill, modify memory" } ], "spell_list": [], "page_no": 242, "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_blood-hag/" }, { "slug": "boloti", "desc": "_This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh, allowing it to jet through the water at high speeds._ \n**Swamp Robbers.** Known as “uriska” in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing their corpses of whatever shiny objects they find. Bolotis use their magical vortex to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs. \n**Fond of Allies.** Bolotis sometimes team up with vodyanoi, miremals, and will-o’-wisps to create cunning ambushes. They are happy with a single kill at a time.", "name": "Boloti", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 63, "hit_dice": "14d4+28", "speed": { "walk": 20, "swim": 60 }, "strength": 12, "dexterity": 20, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Primordial, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d4" }, { "name": "Vortex (1/Day)", "desc": "A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The boloti can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "the boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, water walk\n\n3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing\n\n1/day: wall of ice" }, { "name": "Water Mastery", "desc": "A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls." } ], "spell_list": [], "page_no": 38, "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_boloti/" }, { "slug": "bone-collective", "desc": "_A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune._ \n**Spies and Sneaks.** Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes. \n**Zombie Mounts.** Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing. \n**Feed on Society.** Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle.", "name": "Bone Collective", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d6+64", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 14, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 5, "deception": 6, "perception": 3, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Darakhul", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.", "attack_bonus": 8, "damage_dice": "8d12" }, { "name": "Wyrmblood Venom (Injury)", "desc": "Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective." }, { "name": "Innate Spellcasting", "desc": "the bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch\n\n3/day: animate dead (up to 5 skeletons or zombies)" }, { "name": "Swarm", "desc": "A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form." } ], "spell_list": [], "page_no": 39, "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_bone-collective/" }, { "slug": "bone-crab", "desc": "_A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home._ \n**Skull Shells.** Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls. \n**Scavengers of Memory.** Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear. \nBone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators. \n**White Ghost Shivers.** Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars.", "name": "Bone Crab", "size": "Small", "type": "Beast", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 33, "hit_dice": "6d6+12", "speed": { "walk": 20, "swim": 10 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 1, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The bone crab makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "White Ghost Shivers", "desc": "A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The bone crab can breathe air and water." }, { "name": "Bone Camouflage", "desc": "A bone crab has advantage on Dexterity (Stealth) checks while it's among bones." }, { "name": "Hive Mind", "desc": "A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are." }, { "name": "Leap", "desc": "Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe." } ], "spell_list": [], "page_no": 40, "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_bone-crab/" }, { "slug": "bone-swarm", "desc": "_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._ \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms. \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair. \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Bone Swarm", "size": "Large", "type": "Undead", "subtype": "Swarm", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "36d10", "speed": { "walk": 20, "fly": 60 }, "strength": 22, "dexterity": 18, "constitution": 10, "intelligence": 9, "wisdom": 15, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 6, "skills": { "acrobatics": 8, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "piercing and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Void Speech", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The bone swarm can attack every hostile creature in its space with swirling bones." }, { "name": "Swirling Bones", "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).", "attack_bonus": 10, "damage_dice": "5d8" }, { "name": "Death's Embrace (Recharge 5-6)", "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Strength of Bone", "desc": "A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 41, "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_bone-swarm/" }, { "slug": "bonepowder-ghoul", "desc": "_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._ \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles. \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d6+104", "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": 6, "skills": { "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "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) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Gravedust", "desc": "A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever." }, { "name": "Whirlwind (Recharge 5-6)", "desc": "A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Coalesce", "desc": "Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Innate Spellcasting", "desc": "the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death" } ], "spell_list": [], "page_no": 221, "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_bonepowder-ghoul/" }, { "slug": "broodiken", "desc": "_Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth._ \n**Bodily Children.** Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight. \n**Emotional Echoes.** Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents. \n**Born With Daggers.** Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest. \nIf the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator. \n**Constructed Nature.** A broodiken doesn’t require air, food, drink, or sleep.", "name": "Broodiken", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 55, "hit_dice": "10d4+30", "speed": { "walk": 20, "climb": 20 }, "strength": 8, "dexterity": 14, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Attach", "desc": "When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The broodiken is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The broodiken has advantage on saving throws against spells and other magical effects." }, { "name": "Shared Rage", "desc": "A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing." } ], "spell_list": [], "page_no": 45, "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_broodiken/" }, { "slug": "bucca", "desc": "_These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues._ \n**Hidden in Crevices.** Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook. \n**Treasure Finders.** Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids. \n**Bat Friends.** Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds.", "name": "Bucca", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 27, "hit_dice": "5d4+15", "speed": { "walk": 20, "fly": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 13, "wisdom": 9, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Darakhul, Dwarvish", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Vulnerability to Sunlight", "desc": "A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight." }, { "name": "Innate Spellcasting", "desc": "the bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day each: darkness, ensnaring strike, locate object" } ], "spell_list": [], "page_no": 46, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_bucca/" }, { "slug": "bukavac", "desc": "_Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill._ \n**Pond Lurkers.** The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for fresh meat. \n**Enormous Roar.** A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim’s struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad’s croak and lion’s roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac’s devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot. \n**Clamorous Mating.** Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female’s lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don’t attack. Once mating has been completed (and groves of trees have been destroyed), the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair. \nA bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shorten its life expectancy.", "name": "Bukavac", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 199, "hit_dice": "21d10+84", "speed": { "walk": 40, "swim": 20 }, "strength": 20, "dexterity": 17, "constitution": 18, "intelligence": 7, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 7, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "perception": 10, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "thunder", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 20", "languages": "Sylvan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes.", "attack_bonus": 9, "damage_dice": "1d12" }, { "name": "Gore", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Croaking Blast (Recharge 5-6)", "desc": "A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The bukavac can hold its breath for up to 20 minutes." }, { "name": "Hop", "desc": "A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action." } ], "spell_list": [], "page_no": 47, "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_bukavac/" }, { "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": "burrowling", "desc": "_These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others._ \n**Friendly Farmers.** Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. \n**Safe Warrens.** Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. \n**Die of Loneliness.** If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies. \nBurrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year.", "name": "Burrowling", "size": "Small", "type": "Humanoid", "subtype": "burrowling", "group": null, "alignment": "lawful neutral", "armor_class": 13, "armor_desc": "", "hit_points": 27, "hit_dice": "6d6+6", "speed": { "walk": 30, "burrow": 10 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 9, "wisdom": 12, "charisma": 13, "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": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The burrowling makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Sling", "desc": "Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Burrow Awareness", "desc": "A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet." }, { "name": "Pack Tactics", "desc": "The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking." } ], "spell_list": [], "page_no": 49, "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_burrowling/" }, { "slug": "cactid", "desc": "_Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey._ \n**Needled Sentients.** Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles. \n**Drain Fluids.** In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered. \n**Slow Packs.** Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds.", "name": "Cactid", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d10+32", "speed": { "walk": 5 }, "strength": 16, "dexterity": 8, "constitution": 18, "intelligence": 7, "wisdom": 10, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10", "languages": "understands Sylvan, but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The cactid makes two attacks with its tendrils and uses Reel." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Reel", "desc": "Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hail of Needles (1/Day)", "desc": "When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "spell_list": [], "page_no": 50, "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_cactid/" }, { "slug": "carrion-beetle", "desc": "_The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid._ \n**Beasts of Burden and War.** Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on very comfortably although it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow‑orange. \nThe largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle. War beetles are often armored with protective strips of metal or chitinous armor fused to their exoskeletons, increasing their natural armor by +2 while reducing their speed to 20 feet. \n**Devour Fungi and Carrion.** Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. The domesticated varieties travel in herds of 20-40 to feed on fungal forests, scavenge battlefields, or devour cave lichen and scour sewage pits. The larger caravan beetles are always antagonistic. \nWhen breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap mycolids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). \nPurple worms are their major predators. Worms swallow entire caravans when they find the beetles within. \n**Domesticated by Ghouls.** Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. \nIn late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters.", "name": "Carrion Beetle", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 30, "burrow": 20, "climb": 10 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 1, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "paralysis", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The beetle makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Acid Spit (Recharge 5-6)", "desc": "The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 52, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_carrion-beetle/" }, { "slug": "cave-dragon-wyrmling", "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. \n\n## A Cave Dragon’s Lair\n\n \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals. \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath. \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n \n### Regional Effects\n\n \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Cave Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "burrow": 20, "fly": 20 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 8, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 3, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 2, "skills": { "perception": 2, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, poison, thunder", "condition_immunities": "poisoned", "senses": "blindsight 120 ft., passive Perception 12", "languages": "Draconic", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tunneler", "desc": "The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 127, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_cave-dragon-wyrmling/" }, { "slug": "cavelight-moss", "desc": "_These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores._ \n**Plant Carnivore.** Cavelight moss glows with a pale yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. \nA cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well-traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature. \n**Long-Lived Spores.** A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow, albeit slowly, on guano or other areas rich in moisture and organic nutrients. \n**Rare Colonies.** If a cave system has no true protectors and food is plentiful, these creatures congregate—most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well.", "name": "Cavelight Moss", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 5, "climb": 5 }, "strength": 24, "dexterity": 10, "constitution": 18, "intelligence": 1, "wisdom": 13, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, deafened, frightened, paralyzed, prone, stunned, unconscious", "senses": "tremorsense 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Tendrils", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.", "attack_bonus": 9, "damage_dice": "4d12" }, { "name": "Strength Drain", "desc": "Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Luminescence", "desc": "The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle." } ], "spell_list": [], "page_no": 50, "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_cavelight-moss/" }, { "slug": "chelicerae", "desc": "_A chelicerae resembles a massive spider perched on tall, stilted legs. Most often, the disheveled body of a robed arcanist swings from its clenched mandibles._ \n**Feed on Spellcasters.** These massive arachnids are largely confined to the great forests and occasional wastelands, although rumors do persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae. \n**Carry Their Prey.** Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from the chelicerae’s clenched mandibles. \n**Cocoon Arcanists.** Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae.", "name": "Chelicerae", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40, "climb": 30 }, "strength": 22, "dexterity": 17, "constitution": 17, "intelligence": 14, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 5, "skills": { "acrobatics": 6, "athletics": 9, "perception": 5, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "-", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The chelicerae makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.", "attack_bonus": 9, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The chelicerae has advantage on saving throws against spells and other magical effects." }, { "name": "Spellcasting", "desc": "the chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:\n\ncantrips: acid splash, mage hand, minor illusion, true strike\n\n1st level: burning hands, detect magic, expeditious retreat, ray of sickness\n\n2nd level: hold person, invisibility, scorching ray\n\n3rd level: animate dead, haste, lightning bolt\n\n4th level: phantasmal killer" }, { "name": "Siphon Spell Slots", "desc": "The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest." }, { "name": "Spider Climb", "desc": "Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check." } ], "spell_list": [], "page_no": 54, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_chelicerae/" }, { "slug": "chernomoi", "desc": "_These scaly creatures resemble nothing so much as tiny, batwinged dragonkin._ \n**Dragon Sprites.** Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones. \n**Lair Alarms.** Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally.", "name": "Chernomoi", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "", "hit_points": 32, "hit_dice": "5d4+20", "speed": { "walk": 20, "fly": 20 }, "strength": 9, "dexterity": 18, "constitution": 18, "intelligence": 12, "wisdom": 11, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "acrobatics": 6, "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Shriek (Recharge 5-6)", "desc": "The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, invisibility, mage hand, mending, message, prestidigitation\n\n1/day each: detect poison and disease, dimension door" } ], "spell_list": [], "page_no": 55, "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_chernomoi/" }, { "slug": "child-of-the-briar", "desc": "_Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body._ \n**Born of Magic.** Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power. \n**Thorn Fortresses.** Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood. \n**Spies and Scouts.** From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood. \nThe fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease.", "name": "Child Of The Briar", "size": "Tiny", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 50, "hit_dice": "20d4", "speed": { "walk": 20, "climb": 10 }, "strength": 6, "dexterity": 17, "constitution": 11, "intelligence": 13, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Briarclick, Common, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Spitdart Tongue (Recharge 4-6)", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Entangle", "desc": "Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects." }, { "name": "Thorny Grapple", "desc": "A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Blood", "desc": "Children of the briar count as both plant and fey for any effect related to type." } ], "spell_list": [], "page_no": 56, "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_child-of-the-briar/" }, { "slug": "chronalmental", "desc": "_A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence._ \n**Fluid as Time.** Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock. \nThe first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars. \n**Stewards of Calamity.** Locations of historical significance— both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages. \n**Environmental Chaos.** Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a chronalmental’s presence, and things return to normal when they depart. \n**Elemental Nature.** A chronalmental does not require air, food, drink, or sleep.", "name": "Chronalmental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 1, "dexterity": 20, "constitution": 19, "intelligence": 9, "wisdom": 13, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Celestial, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The chronalmental makes 1d4 + 1 slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Steal Time (1/Day)", "desc": "The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success." }, { "name": "Displace (Recharge 5-6)", "desc": "The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space." } ], "bonus_actions": null, "reactions": [ { "name": "Step Between Seconds (Recharge 4-6)", "desc": "When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Temporal Body", "desc": "When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points." } ], "spell_list": [], "page_no": 57, "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_chronalmental/" }, { "slug": "cikavak", "desc": "_The cikavak is a remarkably ugly magical bird—a supernatural creature conjured through a lengthy ritual. A dark gray comb flops atop their heads and shapeless wattles dangle from their throats. They seem unimposing._ \n**Dagger Beaks.** Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids—or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don’t speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds. \n**Potion Pouches.** Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. \nThieves make use of this ability, directing the birds to siphon up liquids and thus steal honey from neighbors’ beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians’ towers, alchemists’ shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. They carry these stolen fluids back to their owner in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best. \n**Folk Conjuration.** To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and requires a successful DC 15 Intelligence (Arcana) check to succeed. (The material components can be used multiple times, until the ritual succeeds). The hen’s egg must then be carried and kept warm for 40 days. During this time, the ritual caster must not bathe or be subject to any spell effects. Usable only by non-casters, the ritual’s feeble magic is immediately dispelled if the cikavak’s master uses any other sort of spell or spell-like ability.", "name": "Cikavak", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "", "hit_points": 17, "hit_dice": "7d4", "speed": { "walk": 10, "fly": 40 }, "strength": 4, "dexterity": 15, "constitution": 10, "intelligence": 12, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Common; telepathy (touch)", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: speak with animals\n\n1/day: silence" } ], "spell_list": [], "page_no": 58, "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_cikavak/" }, { "slug": "city-watch-captain", "desc": "", "name": "City Watch Captain", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "scale mail", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30 }, "strength": 13, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "one language (usually Common)", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Disarming Attack", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain." }, { "name": "Orders to Attack (1/Day)", "desc": "Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform-and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tactical Insight", "desc": "The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain." } ], "spell_list": [], "page_no": 419, "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_city-watch-captain/" }, { "slug": "clockwork-abomination", "desc": "_At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent._ \n**Bound Devils.** Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created. \n**Junk Collectors.** Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe. \n**Sadistic Machines.** Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something. \n**Constructed Nature.** A clockwork abomination doesn’t require air, food, drink, or sleep.", "name": "Clockwork Abomination", "size": "Large", "type": "Construct", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d10+32", "speed": { "walk": 30, "climb": 30 }, "strength": 21, "dexterity": 12, "constitution": 18, "intelligence": 10, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 4, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 9, "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork abomination makes one bite attack and one slam attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Additional Legs", "desc": "Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain." }, { "name": "Piston Reach", "desc": "The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them." }, { "name": "Immutable Form", "desc": "The clockwork abomination is immune to any spell or effect that would alter its form." }, { "name": "Infernal Power Source", "desc": "When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "spell_list": [], "page_no": 59, "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_clockwork-abomination/" }, { "slug": "clockwork-beetle", "desc": "_Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat._ \n**Bejeweled Familiars.** Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razorsharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. \n**Flying Noisemakers.** In the southern deserts, scarab beetle patterns are particularly prized. Anytime the creatures move they emit an audible rhythmic buzz, especially when taking to the air. Once in flight, they create a disturbing cacophony of clicks and whirs. \n**Hidden Timers.** The most talented gear‑mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the tightly wound gear-counter expires, it suddenly triggers a mechanical metamorphosis within the beetle, causing it to rapidly transform and blossom into a completely different clockwork creature—a wondrous surprise known in advance only to the designer who created it so many years ago. \n**Constructed Nature.** A clockwork beetle doesn’t require air, food, drink, or sleep.", "name": "Clockwork Beetle", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 15, "hit_dice": "6d4", "speed": { "walk": 30, "fly": 50 }, "strength": 8, "dexterity": 16, "constitution": 10, "intelligence": 4, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands Common, telepathy 100 ft. (creator only)", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork beetle is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork beetle has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 60, "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_clockwork-beetle/" }, { "slug": "clockwork-beetle-swarm", "desc": "_Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud._ \n**Freed But Foolish.** Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.", "name": "Clockwork Beetle Swarm", "size": "Large", "type": "Construct", "subtype": "Swarm", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "8d10+8", "speed": { "walk": 30, "fly": 50 }, "strength": 8, "dexterity": 16, "constitution": 12, "intelligence": 4, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "fire, poison, psychic", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.", "attack_bonus": 5, "damage_dice": "5d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 61, "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_clockwork-beetle-swarm/" }, { "slug": "clockwork-hound", "desc": "_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._ \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy. \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit. \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards. \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.", "name": "Clockwork Hound", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 50 }, "strength": 16, "dexterity": 15, "constitution": 14, "intelligence": 1, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 7, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 5, "damage_dice": "2d10" }, { "name": "Tripping Tongue", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Explosive Core", "desc": "The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork hound is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork hound has advantage on saving throws against spells and other magical effects." }, { "name": "Diligent Tracker", "desc": "Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking." } ], "spell_list": [], "page_no": 62, "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_clockwork-hound/" }, { "slug": "clockwork-huntsman", "desc": "_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._ \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance. \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them. \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down. \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb. \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.", "name": "Clockwork Huntsman", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "", "hit_points": 110, "hit_dice": "20d8+20", "speed": { "walk": 40 }, "strength": 17, "dexterity": 14, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 1, "strength_save": 5, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Net Cannon", "desc": "Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.", "attack_bonus": 4, "damage_dice": "0" }, { "name": "Explosive Core", "desc": "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork huntsman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork huntsman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 63, "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_clockwork-huntsman/" }, { "slug": "clockwork-myrmidon", "desc": "_This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations._ \n_**Elite Machines.**_ Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and they are unleashed only for dangerous situations that clockwork watchmen cannot handle. \n_**Single Targets.**_ A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated. \nUnless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down. \n_**Alchemical Tricks.**_ A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well. \n_**Constructed Nature.**_ A clockwork myrmidon doesn’t require air, food, drink, or sleep.", "name": "Clockwork Myrmidon", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 10, "charisma": 1, "strength_save": 11, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "athletics": 8, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each." }, { "name": "Heavy Pick", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Alchemical Flame Jet (Recharge 5-6)", "desc": "The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied." }, { "name": "Grease Spray (Recharge 5-6)", "desc": "As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied." }, { "name": "Alchemical Fireball", "desc": "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork myrmidon is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork myrmidon has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 64, "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_clockwork-myrmidon/" }, { "slug": "clockwork-watchman", "desc": "_This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady._ \n**Lightly Armored Servants.** Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts. \n**Constant Rounds.** They endlessly patrol the city day and night, pausing only to receive maintenance and new boots. \n**Shouts & Stutters.** Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run. \n**Constructed Nature.** A clockwork watchman doesn’t require air, food, drink, or sleep.", "name": "Clockwork Watchman", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 55, "hit_dice": "10d8+10", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 12, "intelligence": 5, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 4, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Halberd", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Net Cannon", "desc": "Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.", "attack_bonus": 3, "damage_dice": "0" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork watchman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork watchman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 65, "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_clockwork-watchman/" }, { "slug": "clurichaun", "desc": "_Around a corner in the wine cellar stumbles a surly, two-foot tall man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and kneelength red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine._ \n**Drunks in the Cellar.** Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. \nHowever, if the clurichaun’s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun will protect their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for Open Game License", "name": "Clurichaun", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 22, "hit_dice": "4d4+12", "speed": { "walk": 30 }, "strength": 13, "dexterity": 12, "constitution": 16, "intelligence": 10, "wisdom": 8, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "frightened, poisoned", "senses": "darkvision 60ft., passive Perception 11", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Unarmed Strike", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1" }, { "name": "Improvised Weapon", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.", "attack_bonus": 3, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clurichaun's Luck", "desc": "Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class." }, { "name": "Innate Spellcasting", "desc": "the clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.\n\nat will: friends, mending, minor illusion, purify food and drink, vicious mockery\n\n1/day each: blur, calm emotions, heroism, sleep, suggestion" }, { "name": "Magic Resistance", "desc": "The clurichaun has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 67, "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_clurichaun/" }, { "slug": "cobbleswarm", "desc": "_The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward._ \nA cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye. \n**Paving Stone Mimics.** When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none. \n**Trap Affinity.** Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason.", "name": "Cobbleswarm", "size": "Medium", "type": "Monstrosity", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 36, "hit_dice": "8d8", "speed": { "walk": 30 }, "strength": 12, "dexterity": 11, "constitution": 11, "intelligence": 5, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, stunned", "senses": "passive Perception 11", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Stings", "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.", "attack_bonus": 3, "damage_dice": "4d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the swarm remains motionless, it is indistinguishable from normal stones." }, { "name": "Shift and Tumble", "desc": "As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet." }, { "name": "Shifting Floor", "desc": "Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 68, "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_cobbleswarm/" }, { "slug": "coral-drake", "desc": "_Swimming upright, this creature peels itself from the vibrant seascape and strikes with needle-thin claws, shredding teeth, and a wickedly curved stinger._ \n**Camouflaged Hunter.** Like a piece of moving coral, this drake’s coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake’s body, waving in brilliant colors against a blue sea. \n**All Spikes and Needles.** The creature’s long snout stretches out from its narrow face and an array of spikes and slender protrusions form a jagged crown. Inside the mouth, serrated teeth form multiple ringed ridges where it’s young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail. \nA coral drake measures seven feet from the tip of its snout to its barbed stinging tail. Thin and agile, the beast weighs less than 100 lb. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, because their parents use the ravenous spawn for defense. \n**Poisonous Lairs.** Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area’s natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. \nAside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs.", "name": "Coral Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d8+60", "speed": { "walk": 30, "swim": 60 }, "strength": 19, "dexterity": 1, "constitution": 18, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "acrobatics": 6, "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "paralyzed, poisoned, prone, unconscious", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The coral drake makes one bite attack, one claw attack, and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "2d10" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Camouflage", "desc": "A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater." }, { "name": "Water Breathing", "desc": "The coral drake can breathe only underwater." } ], "spell_list": [], "page_no": 150, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_coral-drake/" }, { "slug": "corrupting-ooze", "desc": "_A corrupting ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer, and it leaves a stinking trail of acidic slime wherever it goes._ \n**Swim and Walk.** A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets, though its stench and its lack of speech make it unlikely that anyone might mistake it for a normal person. They are frequently soldiers and servants to heralds of blood and darkness. \n**Dissolve Bones.** A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything including the bones in a matter of minutes. This function makes them an important element of certain dark rituals.", "name": "Corrupting Ooze", "size": "Large", "type": "Ooze", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "10d10+60", "speed": { "walk": 20, "swim": 30 }, "strength": 16, "dexterity": 10, "constitution": 22, "intelligence": 4, "wisdom": 2, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "slashing, bludgeoning", "damage_immunities": "acid, fire, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 60 ft., tremorsense 60 ft., passive Perception 5", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).", "attack_bonus": 6, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrupting Touch", "desc": "When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw." }, { "name": "Strong Swimmer", "desc": "A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed." } ], "spell_list": [], "page_no": 311, "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_corrupting-ooze/" }, { "slug": "crimson-drake", "desc": "_Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes._ \n**Fiery Raiders.** Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair. \n**Mistaken for Pseudodragons.** A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. \nAs with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches. \n**Foul Familiars.** A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master.", "name": "Crimson Drake", "size": "Tiny", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 54, "hit_dice": "12d4+24", "speed": { "walk": 15, "fly": 80 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 9, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "acrobatics": 4, "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic, telepathy 60 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The crimson drake makes one bite attack and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Breath Weapon (Recharge 6)", "desc": "The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 151, "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_crimson-drake/" }, { "slug": "crystalline-devil", "desc": "_Created and favored by Mammon, the arch-devil of greed, crystalline devils masquerade as magic treasures._ \n**Barefoot, Gem-Coated.** Crystalline devils resemble gem‑coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along with surprising stealth, always looking for a favorable spot to assume gem form \n**Winking Jewels.** In its treasure form, a crystalline devil resembles a pretty, sparkling jewel lying on the ground, glowing with a warm inner light. They seek to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If their identity is discovered in gem form, they reassume their normal form and attack. \n**Passed Along.** After insinuating themselves into groups, they encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes.", "name": "Crystalline Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 18, "intelligence": 14, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "deception": 8, "insight": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Celestial, Common, Infernal, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two claw attacks." }, { "name": "Betraying Carbuncle", "desc": "The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Crystalline Spray (Recharge 5-6)", "desc": "The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw." } ], "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 crystalline devil has advantage on saving throws against spells and other magical effects." }, { "name": "Sneak Attack (1/Turn)", "desc": "The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll." }, { "name": "Innate Spellcasting", "desc": "while in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:\n\n2/day: command\n\n1/day: suggestion" }, { "name": "Variant: Devil Summoning", "desc": "some crystalline devils have an action option that allows them to summon other devils.\n\nsummon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil" } ], "spell_list": [], "page_no": 105, "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_crystalline-devil/" }, { "slug": "dau", "desc": "_A constant shimmer surrounds this short, winged creature, and staring at it is eyewatering and confusing, like a distant desert mirage though it’s only scant yards away._ \n**Desert Mirage Fey.** Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but are agile in both body and wit. \n**Lazy and Bored.** Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company and they invite friends and strangers alike to rest in their lairs, partake in their feasts and share their stories. \n**Sticklers for Etiquette.** However, a dau’s hospitality often turns to cruelty when guests breach its intricate rules of etiquette.", "name": "Dau", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": "", "hit_points": 49, "hit_dice": "9d6+18", "speed": { "hover": true, "walk": 20, "fly": 60 }, "strength": 7, "dexterity": 17, "constitution": 14, "intelligence": 14, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 5, "insight": 5, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Deep Speech, Primordial, Sylvan, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The dau makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Tangible Illusion (1/Day)", "desc": "After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet." } ], "bonus_actions": null, "reactions": [ { "name": "Mirror Dodge (1/Day)", "desc": "When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The dau has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts\n\n3/day each: invisibility, mirror image\n\n1/day each: mirage arcana, programmed illusion, project image" } ], "spell_list": [], "page_no": 70, "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_dau/" }, { "slug": "death-butterfly-swarm", "desc": "_These enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of their delicate wings._ \n**Demon-Haunted.** A death butterfly swarm results when a rare breed of carrion-eating butterflies, drawn to the stench of great decay, feeds on the corpse of a fiend, demon, or similar creature. \n**Dizzying and Poisonous.** The colorful and chaotic flapping of the insects’ wings blinds and staggers those in its path, allowing the swarm to necrotize more flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately. \n**Devour the Undead.** Undead creatures are not immune to a death butterfly swarm’s poison, and a swarm can rot an undead creature’s animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead. Such swarms find ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil.", "name": "Death Butterfly Swarm", "size": "Large", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "11d10", "speed": { "hover": true, "walk": 5, "fly": 40 }, "strength": 1, "dexterity": 13, "constitution": 10, "intelligence": 1, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, petrified", "senses": "darkvision 60 ft., passive Perception 11", "languages": "", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The swarm makes a Bite attack against every target in its spaces." }, { "name": "Bites", "desc": "Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 + 1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.", "attack_bonus": 3, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Potent Poison", "desc": "The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Weight of Wings", "desc": "A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours." } ], "spell_list": [], "page_no": 71, "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_death-butterfly-swarm/" }, { "slug": "deathcap-myconid", "desc": "_Deathcap flesh ranges from white to pale gray to a warm yelloworange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients._ \n**Mushroom Farmers.** These sentient mushroom folk tend the white forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul. \n**Toxic Spores.** Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren’t especially lethal on their own. They use their poison and slumber spores to full effect against living creatures; they typically flee from constructs and undead. They count on their allies (carrion beetles, darakhul, purple worms, dark creepers, or even various devils) to fend off the most powerful foes. \n**Clones.** Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. \nMyconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi.", "name": "Deathcap Myconid", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 20 }, "strength": 12, "dexterity": 10, "constitution": 16, "intelligence": 10, "wisdom": 11, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack." }, { "name": "Fist", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.", "attack_bonus": 3, "damage_dice": "4d4" }, { "name": "Deathcap Spores (3/day)", "desc": "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Slumber Spores (3/day)", "desc": "The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Distress Spores", "desc": "When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain." }, { "name": "Sun Sickness", "desc": "While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight." } ], "spell_list": [], "page_no": 0, "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_deathcap-myconid/" }, { "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": "deep-drake", "desc": "_This large, unnerving drake’s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail._ \n**Friend to Ghouls.** The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes’ poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake. \n**Love Darkness.** Life underground has warped the drakes. Whereas most drakes attach themselves to humanoids, these creatures feel much more at home with aberrations and undead. They avoid sunlight and are strictly nocturnal when on the surface. \n**Few in Number.** A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10-20 years, the drakes reproduce, resulting in three or four three‑foot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A “household drake” is a great status symbol in some deep places, and surface necromancers who have heard of them are often extremely eager to acquire one. \nDeep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark.", "name": "Deep Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "20d10+40", "speed": { "walk": 50, "climb": 30, "fly": 100 }, "strength": 21, "dexterity": 19, "constitution": 14, "intelligence": 11, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "athletics": 9, "insight": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "paralyzed, unconscious", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 16", "languages": "Common, Darakhul, Draconic, Undercommon", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack, two claw attacks, and one stinger attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 152, "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_deep-drake/" }, { "slug": "deep-one", "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30, "swim": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 8, "charisma": 12, "strength_save": 5, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 9", "languages": "Common, Void Speech", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage." }, { "name": "Lightless Depths", "desc": "A deep one is immune to the pressure effects of the deep ocean." }, { "name": "Ocean Change", "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30." } ], "spell_list": [], "page_no": 73, "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_deep-one/" }, { "slug": "deep-one-archimandrite", "desc": "_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._ \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One Archimandrite", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40, "swim": 40 }, "strength": 20, "dexterity": 15, "constitution": 17, "intelligence": 12, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 6, "skills": { "arcana": 4, "perception": 6 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold, thunder", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 240 ft., passive Perception 16", "languages": "Common, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "A deep one archimandrite makes one claw attack and 1 unholy trident attack." }, { "name": "Claw", "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage." }, { "name": "Unholy Trident", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack." }, { "name": "Innate Spellcasting", "desc": "the deep one archimandrite'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: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm" }, { "name": "Legendary Resistance (1/Day)", "desc": "If the deep one archimandrite fails a saving throw, it can count it as a success instead." }, { "name": "Lightless Depths", "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean." }, { "name": "Voice of the Archimandrite", "desc": "With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly." } ], "spell_list": [], "page_no": 74, "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_deep-one-archimandrite/" }, { "slug": "deep-one-hybrid-priest", "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One Hybrid Priest", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 12, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 3, "skills": { "athletics": 6, "deception": 4, "perception": 3 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one priest can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage." }, { "name": "Innate Spellcasting", "desc": "the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter" }, { "name": "Lightless Depths", "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean." }, { "name": "Ocean Change", "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30." }, { "name": "Voice of the Deeps", "desc": "A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase." } ], "spell_list": [], "page_no": 73, "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_deep-one-hybrid-priest/" }, { "slug": "degenerate-titan", "desc": "_This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits._ \n**Haunt Ruins.** The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly. \n**Insane and Moody.** Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodgepodge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash. \n**Primal Power.** Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic.", "name": "Degenerate Titan", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "crude armored coat", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40 }, "strength": 24, "dexterity": 6, "constitution": 20, "intelligence": 6, "wisdom": 9, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "intimidation": 1, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Titan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The degenerate titan makes two greatclub attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "3d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "4d10" }, { "name": "Earthstrike (Recharge 4-6)", "desc": "The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone." }, { "name": "Shout of the Void (Recharge 4-6)", "desc": "The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 381, "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_degenerate-titan/" }, { "slug": "derro-fetal-savant", "desc": "_This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail and its head lolls with an obvious lack of coordination, and it screams incessantly._ \nOf the madness and insanity that resonates so strongly in derro society, perhaps none is so twisted as these premature infants, born insane and destined to lead their people further into madness. These derro are known as fetal savants. \n**Soul Swapping.** Only the rarest of derro are born with the ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with maddened reverence. \n**Carried into Battle.** Placed in small, intricately wrought pillowed cages and borne aloft on hooked golden staves, the wild-eyed newborns are used to sow madness and confusion among enemy ranks. \n**Fear the Sun.** Fetal savants hate and fear all bright lights.", "name": "Derro Fetal Savant", "size": "Tiny", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "cage", "hit_points": 2, "hit_dice": "4d4-8", "speed": { "walk": 5 }, "strength": 1, "dexterity": 1, "constitution": 6, "intelligence": 6, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 7, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Babble", "desc": "The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange." }, { "name": "Soul Exchange", "desc": "As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Enchanted Cage", "desc": "The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed." }, { "name": "Madness", "desc": "A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma." }, { "name": "Vulnerability to Sunlight", "desc": "A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun." } ], "spell_list": [], "page_no": 92, "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_derro-fetal-savant/" }, { "slug": "derro-shadow-antipaladin", "desc": "_This blue-skinned creature resembles a stunted dwarf. Its eyes are large and its hair wild, and both are colorless. The expression on its face is a terrible rictus of madness and hate._ \nAll derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods. \n**Herald of Madness.** The derro shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren’t swaggering warriors encased in steel or their dark reflections. Instead, a shadow antipaladin serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin’s wake.", "name": "Derro Shadow Antipaladin", "size": "Small", "type": "Humanoid", "subtype": "derro", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "breastplate and shield", "hit_points": 82, "hit_dice": "11d6+44", "speed": { "walk": 30 }, "strength": 11, "dexterity": 18, "constitution": 18, "intelligence": 11, "wisdom": 5, "charisma": 14, "strength_save": 3, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 0, "charisma_save": 5, "perception": 0, "skills": { "perception": 0, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Derro, Undercommon", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The derro makes two scimitar attacks or two heavy crossbow attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d6" }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d10" }, { "name": "Infectious Insanity (Recharge 5-6)", "desc": "The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evasive", "desc": "Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one." }, { "name": "Insanity", "desc": "The derro has advantage on saving throws against being charmed or frightened." }, { "name": "Magic Resistance", "desc": "The derro has advantage on saving throws against spells and other magical effects." }, { "name": "Shadowstrike", "desc": "The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list)." }, { "name": "Spellcasting", "desc": "the derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:\n\n1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite\n\n2nd level (2 slots): aid, crown of madness, darkness, magic weapon" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 93, "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_derro-shadow-antipaladin/" }, { "slug": "desert-giant", "desc": "_The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown._ \nDesert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren’t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see. \n**Wandering Legacy.** Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns. \nWhile in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul. \n**Keepers of the Past.** Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. \nThe designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe’s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased’s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.", "name": "Desert Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12+84", "speed": { "walk": 40 }, "strength": 27, "dexterity": 10, "constitution": 22, "intelligence": 13, "wisdom": 18, "charisma": 15, "strength_save": 12, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 8, "skills": { "perception": 8, "stealth": 4, "survival": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 18", "languages": "Common, Giant", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two falchion attacks." }, { "name": "Falchion", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.", "attack_bonus": 12, "damage_dice": "6d4" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Camouflage", "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain." }, { "name": "Wasteland Stride", "desc": "The giant ignores difficult terrain caused by sand, gravel, or rocks." } ], "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_desert-giant/" } ] }{ "count": 3207, "next": "