Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?format=api&ordering=type
https://api.open5e.com/monsters/?format=api&ordering=type&page=2", "previous": null, "results": [ { "slug": "a-mi-kuk", "desc": "Crimson slime covers this ungainly creature. Its tiny black eyes sit in an abnormally large head, and dozens of sharp teeth fill its small mouth. Its limbs end in large, grasping claws that look strong enough to crush the life out of a bear._ \n**Hidden Terror.** The dreaded a-mi-kuk is a terrifying creature that feasts on any who venture into the bleak and icy expanses of the world. A-mi-kuks prowl the edges of isolated communities, snatching those careless enough to wander too far from camp. They also submerge themselves beneath frozen waters, coming up from below to grab and strangle lone fishermen. \n**Fear of Flames.** A-mi-kuks have a deathly fear of fire, and anyone using fire against one has a good chance of making it flee in terror, even if the fire-user would otherwise be outmatched. A-mi-kuks are not completely at the mercy of this fear, however, and lash out with incredible fury if cornered by someone using fire against them. \n**Unknown Origins.** A-mi-kuks are not natural creatures and contribute little to the ecosystems in which they live. The monsters are never seen together, and some believe them to be a single monster, an evil spirit made flesh that appears whenever a group of humans has angered the gods. A-mi-kuks have no known allies and viciously attack any creatures that threaten them, regardless of the foe’s size or power.", "name": "A-mi-kuk", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "10d12+50", "speed": { "swim": 40, "burrow": 20, "walk": 30 }, "strength": 21, "dexterity": 8, "constitution": 20, "intelligence": 7, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "athletics": 10, "perception": 5, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "paralyzed, restrained", "senses": "darkvision 60 ft., tremorsense 30 ft., passive Perception 15", "languages": "understands Common but can’t speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Grasping Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.", "attack_bonus": 8, "damage_dice": "3d8+5" }, { "name": "Strangle", "desc": "The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can't breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The a-mi-kuk can hold its breath for 30 minutes." }, { "name": "Fear of Fire", "desc": "The a-mi-kuk is afraid of fire, and it won't move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can't be frightened by that same source again for 24 hours." }, { "name": "Icy Slime", "desc": "The a-mi-kuk's body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns." } ], "spell_list": [], "page_no": 15, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_a-mi-kuk/" }, { "slug": "ahu-nixta-cataphract", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Cataphract", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "clockwork armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 19, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice." }, { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Pronged Scepter", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bashing Rod", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Arcane Cannon", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action." }, { "name": "Immutable Form", "desc": "The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis" } ], "spell_list": [], "page_no": 9, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ahu-nixta-cataphract/" }, { "slug": "ahu-nixta-drudge", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Drudge", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "clockwork armor", "hit_points": 26, "hit_dice": "4d8+8", "speed": { "fly": 30, "hover": true, "walk": 30 }, "strength": 15, "dexterity": 12, "constitution": 14, "intelligence": 12, "wisdom": 10, "charisma": 10, "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": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Deep Speech, Void Speech", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can't live outside its armor and dies when its armor is reduced to 0 hp." }, { "name": "Immutable Form", "desc": "The drudge's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components:\nAt will: fire bolt (1d10)\n1/day: fear" } ], "spell_list": [], "page_no": 10, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ahu-nixta-drudge/" }, { "slug": "astral-devourer", "desc": "A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._ \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed. \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.", "name": "Astral Devourer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "fly": 30, "hover": true, "walk": 30 }, "strength": 13, "dexterity": 16, "constitution": 17, "intelligence": 14, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison, psychic", "condition_immunities": "grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The astral devourer makes two melee attacks." }, { "name": "Hungering Serpents", "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Serpent Spray (Recharge 6)", "desc": "The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray." } ], "bonus_actions": null, "reactions": [ { "name": "Divide", "desc": "When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind." }, { "name": "Recombine", "desc": "When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Collective Mind", "desc": "The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised." }, { "name": "Magic Resistance", "desc": "The astral devourer has advantage on saving throws against spells and other magical effects." }, { "name": "Swarm", "desc": "The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 30, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_astral-devourer/" }, { "slug": "aurora-horribilis", "desc": "A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune._ \n**Hidden Among Polar Lights.** Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them. \n**Terrible Harbinger.** While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries. \n**Lessons from the Void.** Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.", "name": "Aurora Horribilis", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": null, "hit_points": 119, "hit_dice": "14d10+42", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 8, "dexterity": 20, "constitution": 17, "intelligence": 7, "wisdom": 14, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 8, "perception": null, "skills": { "acrobatics": 8, "performance": 8 }, "damage_vulnerabilities": "force", "damage_resistances": "", "damage_immunities": "cold, psychic, radiant", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "blindsight 60 ft., passive Perception 12", "languages": "Void Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The aurora horribilis makes two blistering touch attacks." }, { "name": "Blistering Touch", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage.", "attack_bonus": 8, "damage_dice": "3d6+5" }, { "name": "Void Song", "desc": "The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated.\n\nWhile charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora's song for the next 24 hours. A target that stays charmed by the aurora's song for more than 1 minute gains one long-term madness." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The aurora horribilis can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Reality Adjacent", "desc": "The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn't have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n\nThis trait is disrupted while the aurora is incapacitated or has a speed of 0." } ], "spell_list": [], "page_no": 34, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_aurora-horribilis/" }, { "slug": "avalanche-screamer", "desc": "Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature._ \n**Primordial Beings.** Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. \n**Devious Hunter.** A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. \n**Summer Hibernation.** Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.", "name": "Avalanche Screamer", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "burrow": 20, "walk": 40, "climb": 30 }, "strength": 18, "dexterity": 9, "constitution": 19, "intelligence": 5, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "bludgeoning, thunder", "condition_immunities": "frightened, prone", "senses": "tremorsense 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The avalanche screamer makes three attacks: one with its bite and two with its legs." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Leg", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scream (Recharge 5-6)", "desc": "The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Snow Camouflage", "desc": "The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." } ], "spell_list": [], "page_no": 35, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_avalanche-screamer/" }, { "slug": "avulzor", "desc": "A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves._ \n**Horrors from Beyond Reality.** Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. \n**Masters of Bone.** While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like Open Game License", "name": "Avulzor", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "bone kilt", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "walk": 30 }, "strength": 19, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "arcana": 7, "insight": 6, "intimidation": 8, "medicine": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "paralyzed, stunned", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The avulzor makes two claw attacks and two synchronized bite attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Synchronized Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "4d4+4" }, { "name": "Animate Bones (Recharge 5-6)", "desc": "The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Shaping", "desc": "The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: \n* Armor Class increases by 2 \n* Reach increases by 5 feet \n* Melee weapon attacks deal an extra 1d4 damage of the weapon's type. \n* Speed increases by 10 feet." }, { "name": "Bone Kilt", "desc": "The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3." }, { "name": "Turning Defiance", "desc": "Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead." } ], "spell_list": [], "page_no": 37, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_avulzor/" }, { "slug": "bloodsapper", "desc": "This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._ \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License", "name": "Bloodsapper", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40, "climb": 20 }, "strength": 16, "dexterity": 14, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "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+3" }, { "name": "Draining Tongue", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Bloody Breath (Recharge Special)", "desc": "The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Scent", "desc": "A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp." } ], "spell_list": [], "page_no": 44, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_bloodsapper/" }, { "slug": "brain-hood", "desc": "A bear with the top of its head covered in a strange, slick, black substance looks around with purpose._ \n**Parasitic.** Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it. \n**Calculating.** The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast. \n**Druidic Enemies.** Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.", "name": "Brain Hood", "size": "Tiny", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": null, "hit_points": 22, "hit_dice": "5d4+10", "speed": { "fly": 40, "hover": true, "walk": 20 }, "strength": 4, "dexterity": 16, "constitution": 14, "intelligence": 17, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12", "languages": "Common, telepathy 60 ft.", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a beast, the brain hood can attempt to take control of it (see the Merge with Beast trait).", "attack_bonus": 5, "damage_dice": "1d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Merge with Beast", "desc": "If the brain hood successfully hits a beast with an Intelligence of 3 or lower with its Slam attack, it latches onto the beast's head and attempts to take control of the creature. The target must succeed on a DC 14 Intelligence saving throw or become bonded with the brain hood, losing all control of its body to the brain hood. While bonded in this way, the brain hood's statistics are replaced by the statistics of the beast, including the beast's hit points and Hit Dice, but the brain hood retains its alignment, personality, Intelligence, Wisdom, and Charisma scores, along with its Speak with Beasts trait. In addition, the brain hood retains its ability to cast spells. The brain hood can't be targeted specifically while bonded with a creature. It can detach itself from the creature and end the bond by spending 5 feet of its movement. If the bonded creature is reduced to 0 hit points, the brain hood is ejected from it and appears in an unoccupied space within 5 feet of the creature." }, { "name": "Speak with Beasts", "desc": "While merged with a beast, the brain hood can communicate with beasts of the same type as if they shared a language." }, { "name": "Innate Spellcasting (Psionics)", "desc": "The brain hood's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The brain hood can innately cast the following spells, requiring no components:\nAt will: acid splash, chill touch, fire bolt, ray of frost, shocking grasp\n3/day each: detect magic, magic missile, sleep\n1/day each: blur, burning hands, hold person" } ], "spell_list": [], "page_no": 50, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_brain-hood/" }, { "slug": "broodmother-of-leng", "desc": "A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward._ \nDeep in the bowels of the cursed land of Leng, the Open Game License", "name": "Broodmother of Leng", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d12+51", "speed": { "climb": 30, "walk": 40 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 17, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": 7, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "intimidation": 4, "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned, unconscious", "senses": "darkvision 240 ft., passive Perception 14", "languages": "Common, Void Speech", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The broodmother of Leng makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) slashing damage plus 9 (2d8) poison damage.", "attack_bonus": 8, "damage_dice": "3d10+4" }, { "name": "Spit Venom", "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 20 (4d8 + 2) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned and blinded until the end of its next turn.", "attack_bonus": 6, "damage_dice": "4d8+2" }, { "name": "Call Brood (1/Day)", "desc": "The broodmother spawns 2d4 swarms of spiderlings (treat as spiders of Leng (treat as giant wolf spider) instead. The creatures arrive in 1d4 rounds, acting as allies of the broodmother and obeying her spoken commands. The creatures remain for 1 hour, until the broodmother dies, or until the broodmother dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": [ { "name": "Protect the Future", "desc": "When a creature the broodmother can see attacks her, she can call on a spider of Leng within 5 feet of her to protect her. The spider of Leng becomes the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brood Leader", "desc": "Spiders of Leng and swarms of spiderlings have advantage on attack rolls against creatures within 30 feet of the broodmother who have attacked or damaged the broodmother within the last minute." }, { "name": "Eldritch Understanding", "desc": "A broodmother of Leng can read and use any scroll." }, { "name": "Poisonous Blood", "desc": "A creature that hits the broodmother with a melee attack while within 5 feet of her takes 7 (2d6) poison damage. The creature must succeed a DC 15 Dexterity saving throw or also be poisoned until the end of its next turn." }, { "name": "Innate Spellcasting", "desc": "The broodmother of Leng's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components.\nAt will: charm person, chill touch, comprehend languages, detect magic\n3/day each: hold person, suggestion, thunderwave\n1/day each: dream, legend lore, mislead, scrying" } ], "spell_list": [], "page_no": 52, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_broodmother-of-leng/" }, { "slug": "butatsch", "desc": "This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame._ \n**The Horror in the Lake.** In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating. \n**Unsettling Morality.** While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came.", "name": "Butatsch", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 248, "hit_dice": "16d20+80", "speed": { "walk": 20, "swim": 50 }, "strength": 23, "dexterity": 14, "constitution": 21, "intelligence": 16, "wisdom": 17, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 13, "skills": { "perception": 13 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "acid, fire", "condition_immunities": "grappled, paralyzed, prone, restrained", "senses": "truesight 120 ft., passive Perception 23", "languages": "Common, Deep Speech", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The butatsch can use its Immolating Gaze. It then makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 17), and the butatsch uses its Ingest on the target." }, { "name": "Immolating Gaze", "desc": "The butatsch chooses up to three creatures it can see within 60 feet of it. Each target must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) fire damage and is immolated. On a success, a creature takes half the damage and isn't immolated. Until a creature takes an action to smother the fire, the immolated target takes 7 (2d6) fire damage at the start of each of its turns. Water doesn't douse fires set by the butatsch's Immolating Gaze." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 7 (2d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d8+6" }, { "name": "Ingest", "desc": "The butatsch ingests a Large or smaller creature grappled by it, ending the grapple. While ingested, the target is blinded and restrained, it has total cover against attacks and other effects outside the butatsch, and it takes 17 (5d6) acid damage at the start of each of the butatsch's turns. A butatsch can have up to four Medium or smaller targets or up to two Large targets ingested at a time. If the butatsch takes 30 damage or more on a single turn from an ingested creature, the butatsch must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all ingested creatures, which fall prone in a space within 10 feet of the butatsch. If the butatsch dies, an ingested creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Thousands of Eyes", "desc": "The butatsch has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the butatsch isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the butatsch, such as the Pack Tactics or Sneak Attack traits." } ], "spell_list": [], "page_no": 54, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_butatsch/" }, { "slug": "catscratch", "desc": "The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat’s place, casting a mad gaze._ \n**Not of This World.** A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid. \n**Summoned by Rage.** An infected cat doesn’t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size, turning into a catscratch intent on destroying everything in sight.", "name": "Catscratch", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d12+24", "speed": { "climb": 15, "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 17, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The catscratch makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue.", "attack_bonus": 6, "damage_dice": "1d10+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "1d4+4" }, { "name": "Vomit (Recharge 5-6)", "desc": "The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The catscratch has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Nine Lives (Recharges after a Short or Long Rest)", "desc": "When the catscratch would be reduced to 0 hp, it instead drops to 9 hp." }, { "name": "Pounce", "desc": "If the catscratch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the catscratch can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 58, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_catscratch/" }, { "slug": "crystalline-monolith", "desc": "The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the cavern._ \nWhether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow. \n**Crystal Gardens.** Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partially-submerged in water. \n**Magical Philosophers.** Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. \n**Crystalline Nature.** A crystalline monolith doesn’t require air, food, drink, or sleep. \n\n## A Crystalline Monolith’s Lair\n\n \nCrystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row:\n* The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again.\n* The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n* Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.", "name": "Crystalline Monolith", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d12+39", "speed": { "walk": 0, "hover": true, "fly": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 19, "wisdom": 17, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "arcana": 7, "history": 7, "insight": 6, "nature": 7, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "poison", "condition_immunities": "blinded, paralyzed, petrified, poisoned, prone", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16", "languages": "Deep Speech, Undercommon, telepathy 120 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8+2" }, { "name": "Mind Spear", "desc": "Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.", "attack_bonus": 7, "damage_dice": "4d6" }, { "name": "Psychic Burst (Recharge 5-6)", "desc": "The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The crystalline monolith makes a Wisdom (Perception) check." }, { "name": "Teleport (Costs 2 Actions)", "desc": "The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal." } ], "special_abilities": [ { "name": "False Appearance", "desc": "While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal." }, { "name": "Magic Resistance", "desc": "The crystalline monolith has advantage on saving throws against spells and other magical effects." }, { "name": "Powerful Mind", "desc": "The crystalline monolith has advantage on Intelligence saving throws and ability checks." }, { "name": "Innate Spellcasting (Psionics)", "desc": "The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:\nAt will: detect magic, detect thoughts, mage hand, silent image\n3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis\n1/day each: confusion, dominate person, suggestion" } ], "spell_list": [], "page_no": 77, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_crystalline-monolith/" }, { "slug": "dimensional-shambler", "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._ \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable. \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure. \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.", "name": "Dimensional Shambler", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "walk": 30 }, "strength": 22, "dexterity": 21, "constitution": 17, "intelligence": 21, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": 9, "constitution_save": 7, "intelligence_save": 9, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "arcana": 9, "athletics": 10, "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Infernal, Void Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)." }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Drag Through", "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Look Between", "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane." }, { "name": "Maddening Form", "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw." }, { "name": "Step Between", "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way." } ], "spell_list": [], "page_no": 107, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/" }, { "slug": "faceless-wanderer", "desc": "The robed figure formed of tattered shadows and swirling darkness has a bone-white, featureless oval disk where its face should be._ \n**Corporeal Shadow.** Faceless wanderers are creatures made of solid darkness. They are spawned from the Void whenever the minds of a large group of sentient creatures are broken or twisted as a result of exposure to the Void or its denizens. The minds and memories of living creatures draw them to mortal realms. \n**Memory Eater.** The faceless wanderers survive by stealing memories from sentient humanoids and create new faceless wanderers when they completely drain a humanoid of its memories. Curiously, faceless wanderers don’t harm young humanoids and sometimes even aid them. Scholars speculate this odd behavior is because children possess fewer memories than adults. \n**Void Traveler.** The faceless wanderer doesn’t require air, food, drink, sleep, or ambient pressure.", "name": "Faceless Wanderer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": null, "hit_points": 58, "hit_dice": "9d8+18", "speed": { "fly": 30, "walk": 0, "hover": true }, "strength": 12, "dexterity": 17, "constitution": 14, "intelligence": 16, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, exhaustion, poisoned, prone", "senses": "blindsight 60 ft., passive Perception 12", "languages": "all, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The faceless wanderer makes two attacks, but it can use its Memory Drain only once." }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Memory Drain", "desc": "The faceless wanderer drains memories from an adult creature within 30 feet of it. The target must make a DC 13 Intelligence saving throw. On a failure, the target takes 14 (4d6) psychic damage and its Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. A humanoid slain in this way rises 1d4 hours later as a new faceless wanderer. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, the target takes half the damage and its Intelligence score isn't reduced." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Memory Loss", "desc": "A creature that sees or interacts with a faceless wanderer must make a DC 11 Wisdom saving throw 1 minute after the faceless wanderer leaves. On a failure, the details of the faceless wanderer and the events surrounding its appearance rapidly fade away from the creature's mind, including the presence of the faceless wanderer." }, { "name": "Regeneration", "desc": "The faceless wanderer regains 5 hp at the start of its turn. If a creature hasn't failed the saving throw of the faceless wanderer's Memory Drain within the last 1 minute, this trait doesn't function until a creature fails it. If a faceless wanderer is reduced to 0 hp while it is still capable of regenerating, its body dissipates into vapor and reforms 1d10 days later somewhere in the Void. Otherwise, it is permanently destroyed." } ], "spell_list": [], "page_no": 139, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_faceless-wanderer/" }, { "slug": "forest-emperor", "desc": "The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle._ \n**Born of Dragons.** When a particularly hardy Open Game License", "name": "Forest Emperor", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 30, "climb": 30, "fly": 60 }, "strength": 23, "dexterity": 12, "constitution": 21, "intelligence": 12, "wisdom": 20, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "nature": 6, "perception": 10, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, cold; bludgeoning from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 20", "languages": "Common, Giant", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The forest emperor makes two claw attacks and one tail attack. If both claws hit the same target, the target must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by 7 (2d6) and the forest emperor regains hp equal to this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Acidic Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 7 (2d6) acid damage.", "attack_bonus": 11, "damage_dice": "3d6+6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d10+6" }, { "name": "Toxic Nectar Spray (Recharge 5-6)", "desc": "The forest emperor sprays a 60-foot cone of acid from its flower-ringed eye pits. Creatures in the path of this cone must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Forest Camouflage", "desc": "The forest emperor has advantage on Dexterity (Stealth) checks made to hide in forest terrain." }, { "name": "Keen Smell", "desc": "The forest emperor has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Rattle", "desc": "The forest emperor constantly rattles its tail when in combat. Each creature that starts its turn within 60 feet of the forest emperor and that can hear it must succeed on a DC 18 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds on two saving throws is unaffected by the forest emperor's rattle for the next 24 hours." } ], "spell_list": [], "page_no": 155, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_forest-emperor/" }, { "slug": "gaunt-one", "desc": "This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth._ \n**Unnatural Origin.** Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones. \n**Undead Appearance.** At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums. \n**Hunger for Hearts.** Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentaclelike tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.", "name": "Gaunt One", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 15, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands Undercommon but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The gaunt one makes two claw attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+4" }, { "name": "Extract Heart", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one humanoid grappled by the gaunt one. Hit: The target must make a DC 13 Constitution saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, the gaunt one kills the target by extracting and devouring its heart." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing", "desc": "The gaunt one has advantage on Wisdom (Perception) checks that rely on hearing." } ], "spell_list": [], "page_no": 163, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_gaunt-one/" }, { "slug": "greater-ghast-of-leng", "desc": "The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._ \n**Leaders of Carnivores.** Open Game License", "name": "Greater Ghast of Leng", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40 }, "strength": 17, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "bludgeoning, cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Command Ghasts of Leng", "desc": "As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round." }, { "name": "Keen Smell", "desc": "The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Sunlight Hypersensitivity", "desc": "The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 52, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_greater-ghast-of-leng/" }, { "slug": "greater-lunarchidna", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Greater Lunarchidna", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 14, "intelligence": 12, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "Deep Speech, Elvish", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes two attacks: one with its bite and one with its claws. If the lunarchidna hits a Medium or smaller target with both attacks on the same turn, the target is restrained by webbing and the lunarchidna uses Wrap Up." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +5 to hit, ranged 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." }, { "name": "Wrap Up", "desc": "The lunarchidna wraps up a Medium or smaller creature restrained by webbing. The wrapped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the lunarchidna's turns or take 5 (1d4 + 3) bludgeoning damage. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The lunarchidna can have only one creature wrapped at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Web Walker", "desc": "The lunarchidna ignores movement restrictions caused by webbing." }, { "name": "Spellcasting", "desc": "The lunarchidna is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion" } ], "spell_list": [], "page_no": 242, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_greater-lunarchidna/" }, { "slug": "heggarna", "desc": "The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger._ \n**Night Terrors.** Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement. \n**Hidden Fear.** During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.", "name": "Heggarna", "size": "Tiny", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 40, "hit_dice": "9d4+18", "speed": { "walk": 20, "climb": 20 }, "strength": 7, "dexterity": 16, "constitution": 14, "intelligence": 12, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Deep Speech, telepathy 30 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) psychic damage.", "attack_bonus": 5, "damage_dice": "1d4+3" }, { "name": "Dream Rift (Recharge 5-6)", "desc": "The heggarna unleashes a barrage of psychic energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and is incapacitated until the end of its next turn as it is bombarded with nightmarish images. On a success, a creature takes half the damage and isn't incapacitated." }, { "name": "Illusory Appearance", "desc": "The heggarna covers itself with a magical illusion that makes it look like a Tiny cat. The illusion ends if the heggarna takes a bonus action to end it or if the heggarna dies. The illusion ends immediately if the heggarna attacks or takes damage, but it doesn't end when the heggarna uses Dream Eating.\n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the heggarna could appear to have fur, but someone touching it would feel its slippery flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern the heggarna is disguised." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cat Sneak", "desc": "While in dim light or darkness, the heggarna has advantage on Dexterity (Stealth) checks made to hide. It can use this trait only while it is disguised as a cat." }, { "name": "Dream Eating", "desc": "As a bonus action, the heggarna can attach its lamprey-like maw to a sleeping creature. The target's Charisma score is reduced by 1d4 when the heggarna first attaches to it. The target's Charisma score is then reduced by 1 for each hour the heggarna stays attached. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest at least 24 hours after the heggarna reduced its Charisma.\n\nWhile attached, the heggarna fills the target's dreams with nightmares. The target must succeed on a DC 13 Wisdom saving throw or it doesn't gain any benefit from its current rest. If the target succeeds on the saving throw by 5 or more, it immediately awakens.\n\nThe heggarna can detach itself by spending 5 feet of its movement. It does so after it reduces the target's Charisma by 8 or if the target dies." } ], "spell_list": [], "page_no": 196, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_heggarna/" }, { "slug": "helashruu", "desc": "An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it._ \n**Mirrors from Beyond.** The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible. \n**Trapping Gone Astray.** Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.", "name": "Helashruu", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "fly": 50, "walk": 0, "hover": true }, "strength": 20, "dexterity": 15, "constitution": 20, "intelligence": 14, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": 13, "skills": { "perception": 13 }, "damage_vulnerabilities": "bludgeoning, thunder", "damage_resistances": "acid, cold, fire, lightning, piercing, psychic", "damage_immunities": "slashing", "condition_immunities": "charmed, paralyzed, petrified, prone", "senses": "truesight 90 ft., passive Perception 23", "languages": "Void Speech, telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The helashruu uses Trap Life if it can. It then makes four shard whip attacks." }, { "name": "Shard Whip", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6+5" }, { "name": "Reflect Energy (Recharge 5-6)", "desc": "The helashruu releases stored energy in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage of the most recent type dealt to the helashruu on a failed save, or half as much damage on a successful one. If the helashruu hasn't taken damage within the past 1 minute, the damage type is force." }, { "name": "Trap Life (Recharge 6)", "desc": "One creature of the helashruu's choice that is within 30 feet of the helashruu and that can see it must succeed on a DC 18 Wisdom saving throw or be trapped inside the helashruu's mirror. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the helashruu, and it takes 21 (6d6) force damage at the start of each of the helashruu's turns. The helashruu can have only one creature trapped at a time. A fragmented caricature of the trapped creature appears on the helashruu's surface while a creature is trapped inside it.\n\nIf the helashruu takes 30 or more bludgeoning or thunder damage on a single turn, the helashruu must succeed on a DC 15 Constitution saving throw or release the creature, which falls prone in a space within 10 feet of the helashruu. If the helashruu dies, a trapped creature is immediately released into a space within 10 feet of the helashruu." }, { "name": "Teleport", "desc": "The helashruu magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Dimensional Hop (3/Day)", "desc": "The helashruu can transport itself to a different plane of existence. This works like the plane shift spell, except the helashruu can affect only itself and can't use this action to banish an unwilling creature to another plane." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting (1/Day)", "desc": "The helashruu can innately cast gate, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 197, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_helashruu/" }, { "slug": "kachlian", "desc": "This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples._ \n**Otherborn.** Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth. \n**Eater of Souls.** The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a Open Game License", "name": "Kachlian", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 18, "dexterity": 10, "constitution": 19, "intelligence": 16, "wisdom": 15, "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": "bludgeoning", "damage_immunities": "", "condition_immunities": "stunned, paralyzed, prone", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Deep Speech, Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The kachlian makes three attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target.", "attack_bonus": 7, "damage_dice": "3d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Consume Soul", "desc": "A creature slain by the kachlian can't be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell." }, { "name": "Spellcasting", "desc": "The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\nCantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp\n1st level (4 slots): detect magic, hideous laughter, identify, magic missile\n2nd level (3 slots): blindness/deafness, darkness, see invisibility\n3rd level (3 slots): counterspell, slow\n4th level (1 slots): confusion" } ], "spell_list": [], "page_no": 219, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kachlian/" }, { "slug": "kaveph", "desc": "This massive purple creature, with legs like tree trunks and a pair of enormous arms, shakes the ground with its footsteps. Its eyeless head is bulbous, with an elongated mouth that is almost snout-like._ \n**Allies of the Ghasts of Leng.** The kaveph are massive creatures that originate from the lightless underground of the \n**Plateau of Leng.** They are usually found in the company of the Open Game License", "name": "Kaveph", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d12+52", "speed": { "walk": 30 }, "strength": 21, "dexterity": 13, "constitution": 18, "intelligence": 8, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": 4, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 10", "languages": "Void Speech", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The kaveph makes two smash attacks." }, { "name": "Smash", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the kaveph.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d10+5" } ], "bonus_actions": null, "reactions": [ { "name": "Revenge", "desc": "When a kaveph is dealt 20 damage or more by a single attack and survives, it can make a smash attack against the attacker." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rampage", "desc": "When the kaveph reduces a creature to 0 hp with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a smash attack." } ], "spell_list": [], "page_no": 225, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kaveph/" }, { "slug": "lambent-witchfyre", "desc": "A creature of pure blue fire trickles across the cavern floor, burning and devouring all except the stone._ \nThough its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. \n**Arcane or Alien Origins.** The lambent witchfyre’s exact origins are unknown. Some sages speculate that it was an early attempt by a wizard to infuse life on the Material Plane with elemental essence. Others theorize it is the disastrous byproduct of spell experimentation on an extra-planar creature. Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. \n**Reproduction.** When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent’s hit points. The offspring then go their separate ways, seeking more life to devour", "name": "Lambent Witchfyre", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 20 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 2, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The lambent witchfyre makes three blazing touch attacks." }, { "name": "Blazing Touch", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. If a creature is slain by this attack, the lambent witchfyre regains hp equal to the damage dealt. The body of a creature slain by this attack turns to ash, along with any nonmagical items it was wearing or carrying. The creature can be restored to life only by means of a resurrection or wish spell.", "attack_bonus": 6, "damage_dice": "3d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Absorption", "desc": "Whenever the lambent witchfyre is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt." }, { "name": "Fire Form", "desc": "The lambent witchfyre can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the lambent witchfyre or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the lambent witchfyre can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The lambent witchfyre sheds bright light in a 30-foot radius and dim light for an additional 30 feet." } ], "spell_list": [], "page_no": 234, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_lambent-witchfyre/" }, { "slug": "lesser-lunarchidna", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Lesser Lunarchidna", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 6, "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, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "Deep Speech, Elvish", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Light Sensitivity", "desc": "While in bright light, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Shadow Stealth", "desc": "While in dim light or darkness, the lunarchidna can take the Hide action as a bonus action." }, { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 242, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_lesser-lunarchidna/" }, { "slug": "major-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Major Malleable", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 218, "hit_dice": "23d12+69", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 8, "constitution": 17, "intelligence": 19, "wisdom": 16, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 7, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 13", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The malleable makes three flesh tendril attacks." }, { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it." }, { "name": "Separate Malleables", "desc": "The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable." } ], "bonus_actions": null, "reactions": [ { "name": "Sudden Separation", "desc": "When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Absorb Malleable", "desc": "As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable." }, { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_major-malleable/" }, { "slug": "massive-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Massive Malleable", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 248, "hit_dice": "16d20+80", "speed": { "climb": 40, "walk": 40 }, "strength": 26, "dexterity": 8, "constitution": 20, "intelligence": 21, "wisdom": 17, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 10, "wisdom_save": 8, "charisma_save": 5, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 13", "languages": "all, telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The malleable makes four flesh tendril attacks." }, { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18).", "attack_bonus": 13, "damage_dice": "5d6+8" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 18 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Separate Malleables", "desc": "The massive malleable can split into sixteen minor malleables, four moderate malleables, or two major malleables. The new malleables' hp totals are equal to the massive malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the massive malleable. The new malleables act on the same initiative count as the massive malleable and occupy any unoccupied space that previously contained the massive malleable." } ], "bonus_actions": null, "reactions": [ { "name": "Sudden Separation", "desc": "When the massive malleable takes 30 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Absorb Malleable", "desc": "As a bonus action, the massive malleable absorbs one minor, moderate, or major malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The massive malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable." }, { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_massive-malleable/" }, { "slug": "minor-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Minor Malleable", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "climb": 30, "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 15, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "blinded, prone", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 12", "languages": "all, telepathy 60 ft.", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 12 Intelligence saving throw, taking 4 (1d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of at least three other minor malleables, each minor malleable in range can use this action option at the same time to join together and create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the minor malleables. and it is affected by any conditions, spells, and other magical effects that affected any of the minor malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Four minor malleables can join to create one moderate malleable. \n* Eight minor malleables can join to create one major malleable. \n* Sixteen minor malleables can join to create one massive malleable." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_minor-malleable/" }, { "slug": "moderate-malleable", "desc": "A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._ \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.", "name": "Moderate Malleable", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "climb": 30, "walk": 30 }, "strength": 18, "dexterity": 8, "constitution": 16, "intelligence": 17, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 6, "wisdom_save": 5, "charisma_save": 3, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic Condition Immunities blinded, prone", "condition_immunities": "", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12", "languages": "all, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The malleable makes two flesh tendril attacks." }, { "name": "Flesh Tendril", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14).", "attack_bonus": 7, "damage_dice": "3d6+4" }, { "name": "Psychic Drain", "desc": "One creature grappled by the malleable must make a DC 14 Intelligence saving throw, taking 22 (5d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0." }, { "name": "Join Malleables", "desc": "As long as the malleable is within 10 feet of at least one other moderate malleable, each moderate malleable in range can use this action option at the same time to join together to create a larger malleable. The new malleable's hp total is equal to the combined hp total of all the moderate malleables, and it is affected by any conditions, spells, and other magical effects currently affecting any of the moderate malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it. \n* Two moderate malleables can join to create one major malleable. \n* Four moderate malleables can join to create one massive malleable." }, { "name": "Separate Malleables", "desc": "The moderate malleable can split into four minor malleables. The new malleables' hp totals are equal to the moderate malleable's hp total divided by 4 (rounded down) and are affected by any conditions, spells, and other magical effects that affected the moderate malleable. The new malleables act on the same initiative count as the moderate malleable and occupy any unoccupied space that previously contained the moderate malleable." } ], "bonus_actions": null, "reactions": [ { "name": "Sudden Separation", "desc": "When the moderate malleable takes 10 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Absorb Malleable", "desc": "As a bonus action, the moderate malleable absorbs one minor malleable within 5 feet of it into its body, regaining a number of hp equal to the minor malleable's remaining hp. The moderate malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable." }, { "name": "Amorphous", "desc": "The malleable can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Controlled Mutability", "desc": "Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance." }, { "name": "Psychic Absorption", "desc": "Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." }, { "name": "Spider Climb", "desc": "The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 254, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_moderate-malleable/" }, { "slug": "murgrik", "desc": "This reptilian creature is built like an alligator with two extra mouths: one affixed to a stalk between its eyes and one toothy maw stretched over its belly. A batlike membrane connects its forelimbs to its body, and a tail made up of a dozen spinning tentacles propels the abomination in flight._ \n**Marshy Nightmares.** Murgriks are consummate hunters and prefer to prey on intelligent creatures. They relish the fear their appearance provokes, and they augment this fear by generating terrifying wails from the stalks on their heads. Once they smell blood, they relentlessly attack and pursue prey until they or their prey die. \n**Corrupted Alligators.** Occasionally, deep parts of swamps cross planar boundaries into the Abyss. Those who study murgriks believe the creatures are ordinary alligators warped by their proximity to that plane. Their cruelty and preference for intelligent prey both lend credence to the notion that the Abyssa has influenced their mutations. \n**Afraid of Herons.** The only known way to deter a murgrik from attacking is to introduce a heron, real or illusory. The reason a murgrik retreats from herons is a mystery, but it may point to the existence of a demonic bird that preys on murgriks.", "name": "Murgrik", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "swim": 40, "fly": 20, "walk": 40 }, "strength": 23, "dexterity": 10, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "athletics": 10, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Deep Speech but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The murgrik makes three attacks: one with its bite and two with its tentacles." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Tentacles", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. The target is grappled (escape DC 18) if it is a Medium or smaller creature and the murgrik doesn't have two other creatures grappled. Until this grapple ends, the target is restrained.", "attack_bonus": 10, "damage_dice": "1d6+6" }, { "name": "Stomach Maw", "desc": "The murgrik makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the murgrik, and it takes 14 (4d6) acid damage at the start of each of the murgrik's turns. The murgrik can only have one creature swallowed at a time.\n\nIf the murgrik takes 20 damage or more on a single turn from the swallowed creature, the murgrik must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the murgrik. If the murgrik dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone." }, { "name": "Unsettling Ululations (Recharge 6)", "desc": "The stalk on the murgrik's head unleashes a dispiriting wail. Each creature within 30 feet of the murgrik that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The murgrik has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Hold Breath", "desc": "The murgrik can hold its breath for 30 minutes." }, { "name": "Keen Scent", "desc": "The murgrik has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Tentacle Flight", "desc": "The murgrik flies by spinning its tentacles. If it is grappling a creature with its tentacles, its flying speed is halved." } ], "spell_list": [], "page_no": 263, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_murgrik/" }, { "slug": "nharyth", "desc": "A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air._ \n**Foulness in Motion.** The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. \n**Creations of Madness.** Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.", "name": "Nharyth", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d12+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 5, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, psychic", "damage_immunities": "", "condition_immunities": "blinded, deafened, paralyzed", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Deep Speech but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice." }, { "name": "Spined Slap", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.", "attack_bonus": 9, "damage_dice": "1d8+5" }, { "name": "Spine Shot", "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.", "attack_bonus": 6, "damage_dice": "3d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spine Trap", "desc": "With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.\n\nA creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again." } ], "spell_list": [], "page_no": 269, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_nharyth/" }, { "slug": "pale-screamer", "desc": "This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._ \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions. \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License", "name": "Pale Screamer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 52, "hit_dice": "7d8+21", "speed": { "swim": 30, "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 17, "intelligence": 7, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, cold, force", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 13", "languages": "Deep Speech", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d4+3" }, { "name": "Scream of the Deep (Recharge 6)", "desc": "The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The pale screamer can breathe air and water." } ], "spell_list": [], "page_no": 290, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_pale-screamer/" }, { "slug": "parzzval", "desc": "Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance._ \n**Bottomless Hunger.** Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available. \n**Ambush Hunters.** Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.", "name": "Parzz’val", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 50 }, "strength": 21, "dexterity": 16, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "blinded, charmed, unconscious", "senses": "blindsight 120 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The parzz'val makes three attacks: one with its oversized maw and two with its oversized fists." }, { "name": "Oversized Fist", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d4+5" }, { "name": "Oversized Maw", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz'val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz'val, and it takes 18 (4d8) acid damage at the start of each of the parzz'val's turns. A parzz'val can have only one creature swallowed at a time.\n\nIf the parzz'val takes 15 damage or more on a single turn from a creature inside it, the parzz'val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz'val. If the parzz'val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 8, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Caustic Web (Recharge 5-6)", "desc": "As a bonus action, the parzz'val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz'val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area.\n\nA creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.\n\nThe web persists for 1 minute before collapsing. The parzz'val is immune to the effects of its web and the webs of other parzz'vals." }, { "name": "Pummel", "desc": "If the parzz'val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round." }, { "name": "Regeneration", "desc": "The parzz'val regains 10 hp at the start of its turn if it has at least 1 hp." } ], "spell_list": [], "page_no": 292, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_parzzval/" }, { "slug": "primal-oozer", "desc": "This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls._ \n**Natives of the Swamp.** Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing. \n**Kinship with Mydnari.** Primal oozers have a natural kinship with Open Game License", "name": "Primal Oozer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 10, "swim": 20 }, "strength": 18, "dexterity": 13, "constitution": 16, "intelligence": 6, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing", "damage_immunities": "acid", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The primal oozer makes two bite attacks. If both attacks hit the same target, the target must make a DC 15 Constitution saving throw. On a failure, the target takes 7 (2d6) acid damage and contracts a disease (see the Ooze Plague trait). On a success, the target takes half the damage and doesn't contract a disease." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Acidic Slime", "desc": "A creature that touches the primal oozer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage." }, { "name": "Ooze Plague", "desc": "The primal oozer's barbed tentacles inject the ooze plague disease into a creature if the creature fails its saving throw after being bitten twice in a row by the oozer. Until the disease is cured, the infected creature's skin slowly becomes more ooze-like, and its hp maximum decreases by 5 (2d4) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A humanoid slain by this disease rises 24 hours later as an ochre jelly. The jelly isn't under the primal oozer's control, but it views the primal oozer as an ally." }, { "name": "Pack Tactics", "desc": "The primal oozer has advantage on attack rolls against a creature if at least one of the primal oozer's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Slimy Body", "desc": "The primal oozer has advantage on ability checks and saving throws made to escape a grapple." } ], "spell_list": [], "page_no": 297, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_primal-oozer/" }, { "slug": "quoreq", "desc": "Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface._ \n**Faceless Nightmares.** Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain. \n**Emotionless Killers.** Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels. \n**Horrible Feeding.** Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate. This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.", "name": "Quoreq", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 93, "hit_dice": "11d8+44", "speed": { "walk": 40 }, "strength": 17, "dexterity": 13, "constitution": 18, "intelligence": 11, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, frightened, poisoned, stunned", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 15", "languages": "understands Common but can’t speak, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The quoreq makes three claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the quoreq scores a critical hit, it rolls damage dice three times, instead of twice.", "attack_bonus": 6, "damage_dice": "2d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The quoreq regains 10 hp at the start of its turn. If the quoreq takes acid or fire damage, this trait doesn't function at the start of the quoreq's next turn. The quoreq dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Unsettling Appearance", "desc": "A creature that starts its turn within 30 feet of the quoreq and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the quoreq's Unsettling Appearance for the next 24 hours." }, { "name": "Whorling Jaws", "desc": "Whenever the quoreq suffers 10 or more piercing or slashing damage in a single round, its flesh opens up to reveal a set of gnashing teeth. For 1 minute, the quoreq can make a bite attack as a bonus action on each of its turns. Alternatively, the quoreq can use a bonus action to lose 5 hp and activate this trait." } ], "spell_list": [], "page_no": 304, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_quoreq/" }, { "slug": "shukankor", "desc": "This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches._ \n**Wasteland Hunters.** Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile. \n**Strength in Numbers.** The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.", "name": "Shukankor", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d12+44", "speed": { "walk": 50 }, "strength": 22, "dexterity": 12, "constitution": 18, "intelligence": 8, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "athletics": 10, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Deep Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The shukankor makes three attacks: one with its beak and two with its claws." }, { "name": "Beak", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6+6" }, { "name": "Duplicating Terror (1/Day)", "desc": "The shukankor magically duplicates itself, creating four replicas. Each replica uses the statistics of an axe beak, except it also has the shukankor's Many Eyes and Self-made Pack traits. The shukankor can communicate telepathically with a replica as long as they are within 120 feet of each other. The replicas act as allies of the shukankor and obey its telepathic commands. The replicas remain until killed or dismissed by the shukankor as a bonus action. Slain or dismissed replicas melt into a foul-smelling puddle of green goo. A replica that survives for 24 hours breaks its telepathic link with the shukankor, becoming a free-thinking creature, and grows into a full shukankor after 1 month." } ], "bonus_actions": null, "reactions": [ { "name": "Sacrifice Replica", "desc": "When a creature the shukankor can see targets it with an attack, the shukankor forces a replica within 5 feet of it to jump in the way. The chosen replica becomes the target of the attack instead." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Many Eyes", "desc": "The shukankor has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded." }, { "name": "Self-made Pack", "desc": "The shukankor has advantage on attack rolls against a creature if at least one of its duplicates is within 5 feet of the creature and the duplicate isn't incapacitated." } ], "spell_list": [], "page_no": 326, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_shukankor/" }, { "slug": "stellar-rorqual", "desc": "This massive cetacean swims through the Void while crackling lines of energy race between the crystal formations on its body and massive, feather-like flippers._ \n**Born in the Void.** Stellar rorqual are born, live, and die in the depths of the space between the stars. Generally peaceful creatures, they live to impossibly old age, singing their ancient songs to each other across immense distances. \n**Living Starships.** Those lucky or skilled enough can use a stellar rorqual as a living ship to provide passage between planes. This partnership can be based on friendship or domination, depending on the method of training. \nCommunication with the rorqual is mostly telepathic, and the crystalline growths on the inside of its jaws display what the rorqual sees. Though a stellar rorqual finds it uncomfortable, it can enter the Material Plane from the Void to load or disembark passengers. When this occurs, the rorqual lands in an available ocean, if possible. \n**Solar Feeders.** The stellar rorqual does not need to eat and seldom opens its actual mouth. As it travels the Void, it absorbs solar energy from stars, which forms crystalline growths on the rorqual’s body. The growths slowly release the energy into the rorqual, providing it with the only form of sustenance it needs. \n**Void Traveler.** The stellar rorqual doesn’t require air, food, drink, sleep, or ambient pressure.", "name": "Stellar Rorqual", "size": "Gargantuan", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 165, "hit_dice": "10d20+60", "speed": { "walk": 0, "fly": 80, "swim": 40 }, "strength": 26, "dexterity": 8, "constitution": 22, "intelligence": 7, "wisdom": 18, "charisma": 8, "strength_save": null, "dexterity_save": 2, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "force", "damage_immunities": "cold, fire, radiant", "condition_immunities": "", "senses": "blindsight 360 ft., passive Perception 18", "languages": "understands Void Speech but can’t speak, telepathy 360 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The stellar rorqual makes two attacks: one with its head smash and one with its tail slap. Alternatively, it can use Energy Burst twice." }, { "name": "Head Smash", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d10+8" }, { "name": "Tail Slap", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d8+8" }, { "name": "Energy Burst", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 24 (7d6) force damage.", "attack_bonus": 8, "damage_dice": "7d6" }, { "name": "Planar Dive", "desc": "The stellar rorqual can transport itself and any willing creature inside its mouth to the Astral, Ethereal, or Material Planes or to the Void. This works like the plane shift spell, except the stellar rorqual can transport any number of willing creatures as long as they are inside its mouth. The stellar rorqual can't use this action to banish an unwilling creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mouth Compartment", "desc": "The stellar rorqual's mouth is a compartment that is 60 feet long, 40 feet wide, and 30 feet high with a single entry and exit. The rorqual can control the ambient pressure, temperature, gravity, moisture, and breathable air levels inside its mouth, allowing creatures and objects within it to exist comfortably in spite of conditions outside the rorqual. Creatures and objects within the rorqual have total cover against attacks and other effects outside the rorqual. As an action, a creature inside the rorqual can interact with the crystalline growths inside the rorqual's mouth and sense what the rorqual senses, gaining the benefits of its blindsight." }, { "name": "Stellar Burst", "desc": "When the stellar rorqual dies, it releases all of its stored solar energy in a massive explosion. Each creature within 120 feet of the rorqual must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Void Flier", "desc": "When flying between stars, the stellar rorqual magically glides on solar winds, making the immense journey through the Void in an impossibly short time." } ], "spell_list": [], "page_no": 338, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_stellar-rorqual/" }, { "slug": "transcendent-lunarchida", "desc": "A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon._ \n**Made in Corrupt Forests.** Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. \n**Hatred of Elves.** Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. \n**Cyclical Power.** The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. \n\n#### Lunarchidna Moon Phase\n\nMoon Phase\n\nStatistics\n\nDaytime, new, or crescent moon\n\nOpen Game License", "name": "Transcendent Lunarchida", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "climb": 30, "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Elvish", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The lunarchidna makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4+3" }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." }, { "name": "Lunar Beam (Recharge 5-6)", "desc": "The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Light Invisibility", "desc": "The lunarchidna is invisible while in bright or dim light." }, { "name": "Spider Climb", "desc": "The lunarchidna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the lunarchidna has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Web Walker", "desc": "The lunarchidna ignores movement restrictions caused by webbing." }, { "name": "Spellcasting", "desc": "The lunarchidna is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lunarchidna has the following wizard spells prepared:\nCantrips (at will): minor illusion, mage hand, poison spray, ray of frost\n1st level (4 slots): color spray, detect magic, magic missile, shield\n2nd level (3 slots): alter self, suggestion, web\n3rd level (3 slots): counterspell, fireball, major image\n4th level (2 slots): black tentacles, confusion" } ], "spell_list": [], "page_no": 346, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_transcendent-lunarchida/" }, { "slug": "ulnorya", "desc": "Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._ \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims. \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.", "name": "Ulnorya", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": null, "hit_points": 119, "hit_dice": "14d10+42", "speed": { "walk": 50, "climb": 30 }, "strength": 14, "dexterity": 18, "constitution": 17, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "acrobatics": 7, "athletics": 5, "perception": 6, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "1d4+3" }, { "name": "Replicate (1/Day)", "desc": "The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The ulnorya is immune to any spell or effect that would alter its form." }, { "name": "Photoadaptive Hide", "desc": "If the ulnorya didn't move on its previous turn, it is invisible." } ], "spell_list": [], "page_no": 354, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ulnorya/" }, { "slug": "vallowex", "desc": "A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._ \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.", "name": "Vallowex", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "swim": 30, "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 5, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vallowex makes two attacks: one with its spiked tongue and one with its tail." }, { "name": "Spiked Tongue", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Tail", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Swallow", "desc": "The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone." }, { "name": "Release Eggs (1/Week)", "desc": "A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The vallowex can breathe air and water." }, { "name": "Aura of Thirst", "desc": "At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes." }, { "name": "Underwater Camouflage", "desc": "The vallowex has advantage on Dexterity (Stealth) checks made while underwater." } ], "spell_list": [], "page_no": 356, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vallowex/" }, { "slug": "vangsluagh", "desc": "A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human-looking mouth._ \n**Damned Pipers.** Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them. \n**Defilers of Beauty.** Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn’t always calm these creatures, however. They target living creatures as a priority in such occurrences.", "name": "Vangsluagh", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": null, "hit_points": 85, "hit_dice": "10d8+40", "speed": { "walk": 30 }, "strength": 12, "dexterity": 17, "constitution": 18, "intelligence": 10, "wisdom": 10, "charisma": 16, "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": "thunder", "condition_immunities": "deafened", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The vangsluagh makes two tentacle lash attacks." }, { "name": "Tentacle Lash", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Sonic Bullet", "desc": "Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 10 (3d6) thunder damage, and the target must make a DC 13 Constitution saving throw or be deafened until the end of its next turn.", "attack_bonus": 5, "damage_dice": "3d6" }, { "name": "Agonizing Trill (Recharge After a Short or Long Rest)", "desc": "The vangsluagh increases the pitch of its cacophony to deadly levels. Each creature within 30 feet of the vangsluagh must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Constant Racket", "desc": "The vangsluagh has disadvantage on Dexterity (Stealth) checks." }, { "name": "Distracting Cacophony", "desc": "The vangsluagh constantly emits a din of bleats, trills, and trumpets. A creature that casts a spell while it is within 30 feet of the vangsluagh must make a DC 13 Intelligence, Wisdom, or Charisma saving throw. (The type of saving throw required is dependent on the spellcasting creature's spellcasting ability score.) On a failed save, the spell isn't cast, and the spell slot isn't expended. In addition, a creature that starts its turn within 30 feet of the vangsluagh and is maintaining concentration on a spell must succeed on a DC 13 Constitution saving throw or it loses concentration on the spell." } ], "spell_list": [], "page_no": 359, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_vangsluagh/" }, { "slug": "wardu", "desc": "This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis._ \n**Unknown Origins.** The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations. \n**Blood Drinkers.** Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking. \n**Magic Hunters.** Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.", "name": "Wardu", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 10, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "exhaustion, prone", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Deep Speech but can’t speak, telepathy 60 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The wardu uses its Segmented Gaze. It then makes two proboscis attacks." }, { "name": "Proboscis", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Segmented Gaze", "desc": "The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4)." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flyby", "desc": "The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach." }, { "name": "Magic Resistance", "desc": "The wardu has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 365, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_wardu/" }, { "slug": "yavalnoi", "desc": "Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._ \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License", "name": "Yavalnoi", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 10, "swim": 40 }, "strength": 17, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Aquan, Primordial", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "1d8+3" }, { "name": "Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Luminous Burst (Recharge 5-6)", "desc": "The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Call of the Deep (1/Day)", "desc": "The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Water Breathing", "desc": "The yavalnoi can breathe only underwater." }, { "name": "Innate Spellcasting", "desc": "The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow" } ], "spell_list": [], "page_no": 379, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_yavalnoi/" }, { "slug": "aboleth_bf", "desc": "", "name": "Aboleth", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 165, "hit_dice": "", "speed": { "walk": 10, "swim": 40 }, "strength": 20, "dexterity": 8, "constitution": 22, "intelligence": 26, "wisdom": 22, "charisma": 18, "strength_save": 5, "dexterity_save": -1, "constitution_save": 6, "intelligence_save": 8, "wisdom_save": 6, "charisma_save": 4, "perception": 20, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,Aberrant Resilience", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Deep Speech,telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The aboleth makes three Tentacle or Psychic Bolt attacks. If two Tentacle attacks hit one target, the target must succeed on a DC 16 CON save or contract the _slime pox_ disease (see the Slime Pox trait)." }, { "name": "Tentacle", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning damage." }, { "name": "Psychic Bolt", "desc": "_Ranged Spell Attack:_ +8 to hit, range 120 ft., one target. _Hit:_ 14 (3d6+4) psychic damage." }, { "name": "Psychic Torrent (Recharge 5-6)", "desc": "The aboleth floods the minds of up to three creatures it can see within 60 feet of it with random and horrific memories from its eons-long life. Each target must make a DC 16 WIS save. On a failure, a creature takes 49 (14d6) psychic damage and is incapacitated until the end of its next turn, as its mind reels from the torrent of images, thoughts, and memories. On a success, a creature takes half the damage and isn't incapacitated." } ], "bonus_actions": [], "reactions": [], "legendary_desc": "The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The aboleth automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each." }, { "name": "Swim", "desc": "The aboleth swims up to half its speed without provoking opportunity attacks." }, { "name": "Slime Drain (Costs 2 Actions)", "desc": "One creature infected with _slime pox_ within 30 feet of the aboleth takes 10 (3d6) acid damage, and the aboleth regains HP equal to the damage the creature takes." } ], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The aboleth is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Amphibious", "desc": "The aboleth can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the aboleth fails a save, it can choose to succeed instead." }, { "name": "Probing Telepathy", "desc": "If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires." }, { "name": "Slime Pox", "desc": "Characterized by the slimy pustules that erupt across the victim's body, _slime pox_ is a disease that infects creatures attacked by an aboleth or that come into contact with an aboleth's slime. Until the disease is cured, the infected creature can breathe air and water, can't regain HP except when underwater, and takes 6 (1d12) acid damage for every 1 hour it remains outside of water or without moisture applied to its skin. Every 24 hours that elapse, the infected creature must make a DC 16 CHA save. Each time a creature fails this save, it views the infecting aboleth more and more favorably, becoming the aboleth's doting and protective thrall after three failed saves.<br>The successes and failures don't need to be consecutive, but once a creature has acquired three of a kind, it no longer has to make this save, resulting in either the creature becoming a thrall of the aboleth or an autonomous - though infected - creature. _Slime pox_ can be cured only by the heal spell or similar magic." }, { "name": "Slimy Skin", "desc": "The aboleth is coated in an otherworldly mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must succeed on a DC 16 CON save or be infected with _slime pox_ (see the Slime Pox trait)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_aboleth/" }, { "slug": "chuul_bf", "desc": "", "name": "Chuul", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 80, "hit_dice": "", "speed": { "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 10, "constitution": 16, "intelligence": 4, "wisdom": 14, "charisma": 4, "strength_save": 4, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": -3, "wisdom_save": 2, "charisma_save": -3, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Aberrant Resilience", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands Deep Speech but can't speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The chuul makes two Pincer attacks." }, { "name": "Pincer", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 14). The chuul has two pincers, each of which can grapple only one target." }, { "name": "Wild Reach (Recharge 5-6)", "desc": "The chuul taps into ancient memories of magic and reaches toward nearby magic with an unpracticed grasp, releasing a burst of energy. Each creature within 15 feet of the chuul must make a DC 14 DEX save, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. If a magic item, spell effect, or spellcaster is within 30 feet of the chuul, the burst is pure arcane energy, dealing force damage. If no magic is within 30 feet of the chuul, the burst pulls from the chuul's own life force, dealing necrotic damage. If the damage is necrotic, the chuul takes necrotic damage as if it succeeded on the save." } ], "bonus_actions": [ { "name": "Paralyzing Tentacles", "desc": "One creature grappled by the chuul must succeed on a DC 14 CON save or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The chuul is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Amphibious", "desc": "The chuul can breathe air and water." }, { "name": "Sense Magic", "desc": "The chuul senses and can pinpoint the location of magic within 120 feet of it. If it senses magic and can see the creature or object bearing the magic it senses, it sees a faint aura around that creature or object." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_chuul/" }, { "slug": "cloaker_bf", "desc": "", "name": "Cloaker", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "", "speed": { "walk": 10, "fly": 40 }, "strength": 18, "dexterity": 20, "constitution": 12, "intelligence": 12, "wisdom": 12, "charisma": 14, "strength_save": 4, "dexterity_save": 5, "constitution_save": 1, "intelligence_save": 1, "wisdom_save": 1, "charisma_save": 2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Aberrant Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Deep Speech,Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cloaker makes one Bite attack and two Tail attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage on the attack roll, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can't make Bite attacks, and at the start of each of the cloaker's turns, the target takes 18 (4d6+4) piercing damage. The attached cloaker moves with the target whenever the target moves, requiring none of the cloaker's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 15 STR check." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) slashing damage." }, { "name": "Moan (Recharge 6)", "desc": "The cloaker releases a deep, thrumming moan that rattles the nerves of all who hear it. Each creature within 30 feet of the cloaker that can hear the moan and that isn't an Aberration must make a DC 15 WIS save. On a failure, a creature takes 40 (9d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened." } ], "bonus_actions": [ { "name": "Cloak of Shadows (3/Day)", "desc": "While the cloaker isn't in bright light, it pulls shadows around itself, partially obscuring its form. For 1 minute or until the cloaker is hit with an attack, the cloaker's Stealth is 20, and creatures have disadvantage on attack rolls against the cloaker." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The cloaker is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Damage Transfer", "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half." }, { "name": "False Appearance", "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak." }, { "name": "Light Sensitivity", "desc": "While in bright light, the cloaker has disadvantage on attack rolls, and its Perception is 6 when perceiving by sight." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_cloaker/" }, { "slug": "gibbering_mouther_bf", "desc": "", "name": "Gibbering Mouther", "size": "medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 9, "armor_desc": null, "hit_points": 72, "hit_dice": "", "speed": { "walk": 10, "swim": 10 }, "strength": 14, "dexterity": 8, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": 2, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Aberrant Resilience", "damage_immunities": "prone", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The gibbering mouther makes two Bite attacks. If both attacks hit one Medium or smaller creature, the target must succeed on a DC 13 STR save or be knocked prone." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 11 (2d8+2) piercing damage." }, { "name": "Rend Mind", "desc": "One creature the mouther can see within 30 feet of it must succeed on a DC 13 WIS save or take 18 (4d8) psychic damage and suffer a random, short-term dread effect for 1 minute" } ], "bonus_actions": [ { "name": "Blinding Spittle", "desc": "The mouther spits an otherworldly goo at up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 13 DEX save or be blinded until the end of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Ground", "desc": "The ground within 10 feet of the mouther is dough-like difficult terrain. A creature that starts its turn in the area must succeed on a DC 13 STR save or its speed is halved until the start of its next turn." }, { "name": "Aberrant Resilience", "desc": "The mouther is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Gibbering", "desc": "The mouther babbles incoherently while it can see any creature and isn't incapacitated. A creature that starts its turn within 20 feet of the mouther and that can hear the gibbering must succeed on a DC 13 WIS save or it can't take reactions until the start of its next turn and must roll a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and moves its full speed in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_gibbering-mouther/" }, { "slug": "lantern_hagfish_bf", "desc": "", "name": "Lantern Hagfish", "size": "small", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 11, "armor_desc": null, "hit_points": 9, "hit_dice": "", "speed": { "walk": 15, "swim": 30 }, "strength": 2, "dexterity": 12, "constitution": 10, "intelligence": 2, "wisdom": 10, "charisma": 1, "strength_save": -4, "dexterity_save": 1, "constitution_save": 0, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -5, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold,grappled,prone,restrained,Aberrant Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Bite", "desc": "_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 3 (1d4+1) piercing damage. If the target is a prone creature that isn't a Construct or Undead, the hagfish can burrow into the creature's flesh. While burrowed into a creature, the hagfish can't attack, and at the start of each of the hagfish's turns, the target loses 3 (1d4+1) HP as the hagfish consumes it from the inside. The burrowed hagfish moves with the target whenever the target moves, requiring none of the hagfish's movement. It can detach itself by spending 5 feet of its movement on its turn. It does so after it consumes 6 HP worth of flesh from the target or the target dies. A creature, including the target, can take its action to extract the burrowed hagfish by succeeding on a DC 11 WIS (Medicine) check." } ], "bonus_actions": [ { "name": "Slime Slide", "desc": "While on a solid surface, the lantern hagfish slides up to 15 feet in a straight line and can move through the space of any creature without provoking opportunity attacks. Each space on that surface along that line is coated in slime until the start of the hagfish's next turn. Each creature in that line, and any creature that enters a slime-coated space for the first time on a turn must succeed on a DC 11 DEX save or fall prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The lantern hagfish is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Bioluminescent Slime", "desc": "The lantern hagfish sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The hagfish can alter the radius as a bonus action. In addition, the hagfish has advantage on attack rolls against a creature if at least one other hagfish is within 5 feet of the creature and that other hagfish isn't incapacitated." }, { "name": "Void Dweller", "desc": "The lantern hagfish doesn't require air or sleep, and it is immune to the effects of Void terrain. In addition, it can swim through the Void as if through water." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_lantern-hagfish/" }, { "slug": "mordovermis_bf", "desc": "", "name": "Mordovermis", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 72, "hit_dice": "", "speed": { "walk": 10, "fly": 40, "hover": true }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 6, "wisdom": 14, "charisma": 16, "strength_save": 3, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 2, "charisma_save": 3, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,Aberrant Resilience", "damage_immunities": "prone", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Deep Speech,telepathy 60 ft.", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mordovermis makes two Sting attacks. If both Sting attacks hit one Large or smaller creature, the mordovermis can use Consume on the creature without the need for the target to be incapacitated." }, { "name": "Sting", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage." }, { "name": "Consume", "desc": "The mordovermis wraps its body around an incapacitated creature. The target must make a DC 13 STR save. On a failure, the target takes 5 (2d4) piercing damage and 9 (2d8) acid damage and is grappled (escape DC 13). On a success, the target takes half the damage and isn't grappled. Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the mordovermis can't use Consume." } ], "bonus_actions": [ { "name": "Transfixing Gaze", "desc": "The mordovermis focuses its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be charmed until the end of its next turn. While charmed, the creature is incapacitated and has a speed of 0." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The mordovermis is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Sinuous Form", "desc": "The mordovermis can easily move through any opening large enough for a Small creature. It can squeeze through any opening large enough for a Tiny creature. The mordovermis's destination must still have suitable room to accommodate its volume." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the mordovermis has disadvantage on attack rolls, and its Perception is 9 when perceiving by sight." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mordovermis/" }, { "slug": "otyugh_bf", "desc": "", "name": "Otyugh", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 108, "hit_dice": "", "speed": { "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 24, "intelligence": 6, "wisdom": 12, "charisma": 6, "strength_save": 3, "dexterity_save": 0, "constitution_save": 7, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": -2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Aberrant Resilience", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Otyugh", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The otyugh makes one Bite attack and two Tentacle attacks. It can replace both Tentacle attacks with a use of Tentacle Slam." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 CON save or become infected with a disease. Until the disease is cured, the target is poisoned. Every 24 hours that elapse, the infected creature must repeat the save, reducing its HP maximum by 5 (1d10) on a failure. The disease is cured on a success. The creature dies if the disease reduces its HP maximum to 0. This reduction to the creature's HP maximum lasts until it finishes a long rest after the disease is cured." }, { "name": "Tentacle", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). The otyugh has two tentacles, each of which can grapple one target." }, { "name": "Tentacle Slam", "desc": "The otyugh slams creatures grappled by it into each other or into a solid surface. Each creature must make a DC 15 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The otyugh is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Limited Telepathy", "desc": "The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond." }, { "name": "Stench", "desc": "Each creature that starts its turn within 10 feet of the otyugh must succeed on a DC 15 CON save or be poisoned until the start of its next turn." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_otyugh/" } ] }{ "count": 3207, "next": "