Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?ordering=-strength&search=fir
https://api.open5e.com/monsters/?ordering=-strength&page=2&search=fir", "previous": null, "results": [ { "slug": "andrenjinyi", "desc": "_A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm._ \nAndrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning.The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction. \n**Last of their Kind.** The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation. \n**Hunt and Transform.** Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life- giving rivers and lakes.The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check. \nAndrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals. \n**Demand Obedience and Ritual.** When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence.Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword.", "name": "Andrenjinyi", "size": "Gargantuan", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 228, "hit_dice": "13d20+91", "speed": { "walk": 60, "burrow": 20, "climb": 20, "swim": 60 }, "strength": 30, "dexterity": 17, "constitution": 25, "intelligence": 10, "wisdom": 18, "charisma": 23, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 11, "perception": 9, "skills": { "arcana": 5, "perception": 9, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 19", "languages": "Common, Celestial, Giant, Sylvan", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.", "attack_bonus": 15, "damage_dice": "4d12" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.", "attack_bonus": 15, "damage_dice": "4d12" }, { "name": "Rainbow Arch", "desc": "The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute." }, { "name": "Swallow Whole", "desc": "If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action." }, { "name": "Transmuting Gullet", "desc": "When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The andrenjinyi can breathe air and water." }, { "name": "Innate Spellcasting", "desc": "the andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\n\nat will: create water, speak with animals, stoneshape\n\n3/day each: control weather, dispel magic, reincarnate\n\n1/day each: blight, commune with nature, contagion, flesh to stone, plant growth" }, { "name": "Magic Resistance", "desc": "The andrenjinyi has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The andrenjinyi's weapon attacks are magical." } ], "spell_list": [], "page_no": 18, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_andrenjinyi/" }, { "slug": "ancient-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Ancient Sea Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 481, "hit_dice": "26d20+208", "speed": { "walk": 40, "fly": 80, "swim": 80 }, "strength": 29, "dexterity": 10, "constitution": 27, "intelligence": 19, "wisdom": 17, "charisma": 21, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "perception": 17, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Infernal, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." }, { "name": "Sea Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can't use the same effect two rounds in a row:\n\n- Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall's space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round." }, { "name": "Regional Effects", "desc": "the region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n\n- Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n\n- Storms and rough water are more common within 6 miles of the lair.\n\nif the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days." } ], "spell_list": [], "page_no": 135, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-sea-dragon/" }, { "slug": "harbinger-of-wrath", "desc": "Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._ \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.", "name": "Harbinger of Wrath", "size": "Gargantuan", "type": "Construct", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "18d20+108", "speed": { "walk": 50 }, "strength": 28, "dexterity": 8, "constitution": 22, "intelligence": 5, "wisdom": 11, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning, necrotic", "damage_immunities": "cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The harbinger of wrath makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.", "attack_bonus": 15, "damage_dice": "6d8+9" }, { "name": "Impale", "desc": "The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement." }, { "name": "Drain Life (Recharge 5-6)", "desc": "The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt." }, { "name": "Spike Volley (Recharge 5-6)", "desc": "The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing 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": "Adamantine Weapons", "desc": "The harbinger's weapon attacks are adamantine and magical." }, { "name": "Immutable Form", "desc": "The harbinger is immune to any spell or effect that would alter its form." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the harbinger fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The harbinger has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 193, "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_harbinger-of-wrath/" }, { "slug": "ancient-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Ancient Void Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 448, "hit_dice": "23d20+207", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 28, "dexterity": 10, "constitution": 29, "intelligence": 18, "wisdom": 15, "charisma": 23, "strength_save": null, "dexterity_save": 7, "constitution_save": 16, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 13, "perception": 16, "skills": { "arcana": 18, "history": 18, "perception": 16, "persuasion": 13, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 26", "languages": "Celestial, Common, Draconic, Infernal, Primordial, Void Speech", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.", "attack_bonus": 16, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Aura of Madness", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The dragon magically teleports to any open space within 100 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Void Slip (Costs 2 Actions)", "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet." }, { "name": "Void Cache (Costs 3 Actions)", "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard." } ], "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Collapsing Star", "desc": "When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Void Dweller", "desc": "Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time." }, { "name": "Void Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n\n- The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n\n- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw." }, { "name": "Regional Effects", "desc": "the region containing a legendary void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n\n- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can't create bright light in this area.\n\n- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon's lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n\nif the dragon dies, these effects fade over the course of 1d10 days." } ], "spell_list": [], "page_no": 138, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-void-dragon/" }, { "slug": "ancient-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Ancient Wind Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 120 }, "strength": 28, "dexterity": 19, "constitution": 26, "intelligence": 18, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 11, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "acrobatics": 11, "arcana": 11, "intimidation": 12, "perception": 17, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, ranged weapons", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 27", "languages": "Common, Draconic, Dwarvish, Elvish, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons." }, { "name": "Wind Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn." } ], "spell_list": [], "page_no": 142, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-wind-dragon/" }, { "slug": "steam-golem", "desc": "_With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, a steam golem is a smooth-running machine of death._ \n**Magic Weapons.** The golem’s weapon attacks are magical. \n**Boilers and Hydraulics.** A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many can extend one arm into a single, long-hafted axe for additional reach. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires. \n**Steam Whistle.** A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain. \n**Fuel Required.** A steam golem’s machinery consumes 30 lb. of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs just one third of those amounts. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Steam Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10+72", "speed": { "walk": 40 }, "strength": 26, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 10, "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, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands its creator's languages but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The steam golem makes two ax arm attacks, or one long axe attack." }, { "name": "Ax Arm", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Long Axe", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "5d12" }, { "name": "Steam Blast (Recharge 5-6)", "desc": "A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Whistle", "desc": "When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Boiler Weakness", "desc": "A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Extend Long Ax", "desc": "A steam golem can extend or retract one arm into long ax form as a bonus action." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 237, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_steam-golem/" }, { "slug": "fire-giant-a5e", "desc": "", "name": "Fire Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 162, "hit_dice": "13d12+78", "speed": { "walk": 30 }, "strength": 25, "dexterity": 10, "constitution": 22, "intelligence": 10, "wisdom": 14, "charisma": 12, "strength_save": 11, "dexterity_save": 4, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": { "athletics": 11, "perception": 6, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 16", "languages": "Giant", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatsword attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure." }, { "name": "Sword Sweep (1/Day, While Bloodied)", "desc": "The giant makes a greatsword attack against each creature within 10 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Kick", "desc": "When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cold Weakness", "desc": "When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn." } ], "spell_list": [], "page_no": 234, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_fire-giant/" }, { "slug": "fire-giant-war-priest-a5e", "desc": "", "name": "Fire Giant War Priest", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 162, "hit_dice": "13d12+78", "speed": { "walk": 30 }, "strength": 25, "dexterity": 10, "constitution": 22, "intelligence": 10, "wisdom": 14, "charisma": 12, "strength_save": 11, "dexterity_save": 4, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": { "athletics": 11, "perception": 6, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 16", "languages": "Giant", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatsword attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw. On a failure it is pushed up to 10 feet away from the giant and knocked prone." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 42 (10d6 + 7) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 19 Strength saving throw falling prone on a failure." }, { "name": "Sword Sweep (1/Day, While Bloodied)", "desc": "The giant makes a greatsword attack against each creature within 10 feet." }, { "name": "Ignite Blades (1/Day)", "desc": "The greatswords of each fire giant of the giants choice within 30 feet magically kindle into flame. For the next minute each of their greatsword attacks deal an extra 7 (2d6) fire damage." }, { "name": "Pillar of Flame (1/Day)", "desc": "Each creature within a 10-foot-radius 40-foot-high cylinder centered on a point within 60 feet that the fire giant can see makes a DC 18 Dexterity saving throw taking 56 (16d6) fire damage on a failed save or half damage on a success. Unattended flammable objects are ignited." } ], "bonus_actions": null, "reactions": [ { "name": "Kick", "desc": "When hit by a melee attack by a Medium or smaller creature the giant can see within 10 feet, the giant kicks its attacker. The attacker makes a DC 19 Dexterity saving throw. On a failure, it takes 14 (3d4 + 7) bludgeoning damage, is pushed up to 20 feet from the giant, and falls prone." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cold Weakness", "desc": "When the fire giant takes cold damage, its speed is reduced by 10 feet until the end of its next turn." } ], "spell_list": [], "page_no": 235, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_fire-giant-war-priest/" }, { "slug": "adult-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Adult Sea Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "walk": 40, "fly": 80, "swim": 60 }, "strength": 25, "dexterity": 10, "constitution": 23, "intelligence": 17, "wisdom": 15, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 12, "skills": { "perception": 12, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22", "languages": "Common, Draconic", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures." } ], "spell_list": [], "page_no": 135, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-sea-dragon/" }, { "slug": "fire-giant", "desc": "", "name": "Fire Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "plate", "hit_points": 162, "hit_dice": "13d12+78", "speed": { "walk": 30 }, "strength": 25, "dexterity": 9, "constitution": 23, "intelligence": 10, "wisdom": 14, "charisma": 13, "strength_save": null, "dexterity_save": 3, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "athletics": 11, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "passive Perception 16", "languages": "Giant", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatsword attacks." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.", "attack_bonus": 11, "damage_dice": "6d6", "damage_bonus": 7 }, { "name": "Rock", "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "4d10", "damage_bonus": 7 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 312, "environments": [ "Underdark", "Desert", "Mountains", "Mountain", "Plane Of Fire", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_fire-giant/" }, { "slug": "lava-keeper", "desc": "A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature._ \n**Volcanic Guardians.** Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home. \n**Noble Elementals.** Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the Open Game License", "name": "Lava Keeper", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 276, "hit_dice": "24d12+120", "speed": { "walk": 40, "burrow": 40 }, "strength": 24, "dexterity": 10, "constitution": 21, "intelligence": 10, "wisdom": 18, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "history": 12, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 20", "languages": "Ignan, Terran", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "The lava keeper makes four slam attacks. Alternatively, it can use its Lava Lob twice." }, { "name": "Slam", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "4d8+7" }, { "name": "Lava Lob", "desc": "Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 21 (6d6) fire damage, and the target must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) fire damage at the start of its next turn.", "attack_bonus": 13, "damage_dice": "6d6" }, { "name": "Fumarole (Recharge 5-6)", "desc": "The crater between the lava keeper's shoulders erupts in a plume of fire, rock, and toxic smoke. Each creature within 60 feet of the lava keeper must make a DC 19 Constitution saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and 21 (6d6) fire damage and becomes poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The eruption surrounds the lava keeper in a 20-foot-radius sphere of smoke, considered heavily obscured until the end of its next turn. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lava Dribble", "desc": "Each creature that starts its turn within 5 feet of the lava keeper must make a DC 19 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Innate Spellcasting", "desc": "The lava keeper's innate spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:\nAt will: move earth, stone shape\n3/day each: wall of fire, wall of stone\n1/day each: conjure elemental (earth or fire elemental only), earthquake, fire storm" } ], "spell_list": [], "page_no": 235, "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_lava-keeper/" }, { "slug": "peat-mammoth", "desc": "This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground._ \n**Elephantine Plant Mound.** The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass. \n**Spirit-infused.** Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it. \n**Swamp Gas Hazard.** The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.", "name": "Peat Mammoth", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 30 }, "strength": 24, "dexterity": 6, "constitution": 21, "intelligence": 1, "wisdom": 8, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, necrotic", "damage_immunities": "", "condition_immunities": "blinded, deafened, frightened", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 9", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The peat mammoth makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8 + 7) bludgeoning damage. If the peat mammoth is on fire, the target also takes 7 (2d6) fire damage.", "attack_bonus": 11, "damage_dice": "3d8+7" }, { "name": "Engulf", "desc": "The peat mammoth moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the mammoth enters a creature's space, the creature must make a DC 17 Dexterity saving throw.\n\nOn a successful save, the creature can choose to be pushed 5 feet back or to the side of the mammoth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mammoth enters the creature's space, and the creature takes 22 (5d8) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 22 (5d8) necrotic damage at the start of each of the mammoth's turns. When the mammoth moves, engulfed creatures move with it.\n\nAn engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mammoth. The mammoth can engulf up to two Large or smaller creatures at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Slow Burn", "desc": "When the peat mammoth takes fire damage, it catches fire. If the peat mammoth starts its turn on fire, it takes 5 (1d10) fire damage. The mammoth's saturated body douses the fire at the end of the peat mammoth's turn. Creatures engulfed by the mammoth don't take fire damage from this effect.\n\nIf the peat mammoth dies while it is on fire, it explodes in a burst of fire and flaming peat. Each creature within 15 feet of the peat mammoth must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. If a creature is engulfed by the mammoth when it dies in this way, the creature has disadvantage on the saving throw." }, { "name": "Swamp Camouflage", "desc": "The peat mammoth has advantage on Dexterity (Stealth) checks made to hide in swampy terrain." } ], "spell_list": [], "page_no": 293, "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_peat-mammoth/" }, { "slug": "adult-void-dragon", "desc": "_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._ \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. \n\n## A Void Dragon’s Lair\n\n \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n \n### Regional Effects\n\n \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Adult Void Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 229, "hit_dice": "17d12+119", "speed": { "hover": true, "walk": 40, "fly": 80 }, "strength": 24, "dexterity": 10, "constitution": 25, "intelligence": 16, "wisdom": 13, "charisma": 21, "strength_save": null, "dexterity_save": 5, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 10, "perception": 11, "skills": { "arcana": 13, "history": 13, "perception": 11, "persuasion": 10, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "charmed, frightened", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 21", "languages": "Common, Draconic, Void Speech", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.", "attack_bonus": 12, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d8" }, { "name": "Aura of Madness", "desc": "As ancient void dragon, with DC 18 Wisdom saving throw." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Gravitic Breath", "desc": "The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively." }, { "name": "Stellar Flare Breath", "desc": "The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Teleport", "desc": "The dragon magically teleports to any open space within 100 feet." } ], "bonus_actions": null, "reactions": [ { "name": "Void Twist", "desc": "When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Void Slip (Costs 2 Actions)", "desc": "The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet." }, { "name": "Void Cache (Costs 3 Actions)", "desc": "The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard." } ], "special_abilities": [ { "name": "Chill of the Void", "desc": "Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Void Dweller", "desc": "As ancient void dragon." } ], "spell_list": [], "page_no": 139, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-void-dragon/" }, { "slug": "adult-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Adult Wind Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 237, "hit_dice": "19d12+114", "speed": { "walk": 40, "fly": 90 }, "strength": 24, "dexterity": 19, "constitution": 22, "intelligence": 16, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 10, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 10, "perception": 14, "skills": { "acrobatics": 10, "intimidation": 10, "perception": 14, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 24", "languages": "Common, Draconic, Primordial", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day: lightning bolt" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage." } ], "spell_list": [], "page_no": 143, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-wind-dragon/" }, { "slug": "chort-devil", "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._ \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8+120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 9, "skills": { "athletics": 11, "deception": 9, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.", "attack_bonus": 11, "damage_dice": "2d4" }, { "name": "Flaming Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d10" }, { "name": "Devilish Weapons", "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste" } ], "spell_list": [], "page_no": 104, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_chort-devil/" }, { "slug": "smaragdine-golem", "desc": "_This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions are inlaid with bits of gold._ \n**Occult Initiates.** Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power. \n**Emerald Body.** Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem’s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers. \n**A Maker’s Privilege.** Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Smaragdine Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10+110", "speed": { "walk": 30 }, "strength": 24, "dexterity": 11, "constitution": 21, "intelligence": 3, "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": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d8" }, { "name": "Release Spell", "desc": "The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Absorb Magic", "desc": "As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time." } ], "spell_list": [], "page_no": 236, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_smaragdine-golem/" }, { "slug": "tophet", "desc": "_An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers._ \nTophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common. \n**Eager for Sacrifices.** Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw. \n**Heed Musical Commands.** Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices. \n**Magical Fires.** The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied. \n**Constructed Nature.** A tophet doesn’t require air, food, drink, or sleep.", "name": "Tophet", "size": "Huge", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "walk": 30 }, "strength": 24, "dexterity": 10, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 10, "strength_save": 10, "dexterity_save": 3, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "cold, fire, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 200 ft., passive Perception 13", "languages": "Common", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "A tophet makes two attacks, no more than one of which can be a gout of flame." }, { "name": "Slam", "desc": "Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 12 (1d10+7) bludgeoning damage. The target is also knocked inside the tophet's burning belly if the attack scores a critical hit." }, { "name": "Gout of Flame", "desc": "The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fiery Heart", "desc": "A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet." }, { "name": "Burning Belly", "desc": "Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check." } ], "spell_list": [], "page_no": 383, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_tophet/" }, { "slug": "fire_giant_bf", "desc": "", "name": "Fire Giant", "size": "huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "", "armor_class": 18, "armor_desc": "plate", "hit_points": 175, "hit_dice": "", "speed": { "walk": 30 }, "strength": 24, "dexterity": 16, "constitution": 30, "intelligence": 10, "wisdom": 14, "charisma": 26, "strength_save": 7, "dexterity_save": 3, "constitution_save": 10, "intelligence_save": 0, "wisdom_save": 2, "charisma_save": 8, "perception": 16, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "Giant Attributes", "damage_immunities": "fire", "condition_immunities": "", "senses": "-", "languages": "Dwarven,Giant", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The fire giant makes two Flaming Greatsword or Lava Boulder attacks." }, { "name": "Flaming Greatsword", "desc": "_Melee Weapon Attack:_ +11 to hit, reach 10 ft., one target. _Hit:_ 28 (6d6+7) slashing damage plus 4 (1d8) fire damage." }, { "name": "Lava Boulder", "desc": "_Ranged Weapon Attack:_ +7 to hit, range 60/240 ft., one target. _Hit:_ 19 (3d10+3) bludgeoning damage plus 13 (3d8) fire damage." }, { "name": "Volcanic Burst (Recharge 5-6)", "desc": "The fire giant expels built-up heat from within itself, sending a blast of lava outward. Each creature within 15 feet of the fire giant must make a DC 16 DEX save. On a failure, a creature takes 36 (8d8) fire damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. A creature that fails this save has disadvantage on the next save it makes against the giant's Pyroclastic Surge before the start of the giant's next turn." } ], "bonus_actions": [ { "name": "Pyroclastic Surge", "desc": "A burst of volcanic gas and rock fragments flows in a 60-foot-line that is 5 feet wide from the fire giant's outstretched hand. Each creature in the line must succeed on a DC 16 DEX save or be poisoned until the end of its next turn and pushed up to 15 feet away from the giant. A creature that fails the save by 5 or more is petrified in volcanic ash for 1 hour or until a creature spends 1 minute soaking the petrified creature in cool water." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The fire giant is resistant to the stunned condition, and it is vulnerable to the prone condition." } ], "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_fire-giant/" }, { "slug": "khodumodumo", "desc": "The hillock suddenly sprouts to life, rising up from its surroundings to reveal a sightless, toad-like monster with a cavernous maw. Six long red tongues emerge from this orifice, each as thick as a man’s torso and ending in a razor-sharp point._ \n**The Hills Have Tongues.** The khodumodumo is one of the apex predators of the hills and badlands in which it lives, disguising itself as a moderately-sized hillock to lure creatures closer before animating and impaling them on one of its many tongues. While not evil, the khodumodumo is a voracious predator that constantly needs to eat, and it attempts to devour just about anything that comes within reach. \n**Rite of Passage.** Slaying a khodumodumo in single combat is often considered a rite of passage for a fire giant seeking to contest the leadership of a clan, especially because the creature is naturally resistant to fire. Powerful red dragons have also been known to hunt khodumodumos for sport.", "name": "Khodumodumo", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 186, "hit_dice": "12d20+60", "speed": { "walk": 25 }, "strength": 23, "dexterity": 20, "constitution": 21, "intelligence": 4, "wisdom": 15, "charisma": 7, "strength_save": 11, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 17", "languages": "—", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The khodumodumo makes three attacks with its tongues, uses Reel, and makes one attack with its bite." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 33 (6d8 + 6) piercing damage. If the target is a Large or smaller creature grappled by the khodumodumo, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the khodumodumo, and it takes 21 (6d6) acid damage at the start of each of the khodumodumo's turns.\n\nIf the khodumodumo takes 30 damage or more on a single turn from a creature inside it, the khodumodumo must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the khodumodumo. If the khodumodumo dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.", "attack_bonus": 11, "damage_dice": "6d8+6" }, { "name": "Tongue", "desc": "Melee Weapon Attack: +11 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the khodumodumo can't use the same tongue on another target. In addition, at the start of each of the target's turns, the target takes 8 (1d4 + 6) piercing damage." }, { "name": "Reel", "desc": "The khodumodumo pulls each creature grappled by it up to 25 feet straight toward it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "False Appearance", "desc": "While the khodumodumo remains motionless, it is indistinguishable from an ordinary earthen hill." }, { "name": "Impaling Tongues", "desc": "The khodumodumo can have up to six impaling tongues at a time. Each tongue can be attacked (AC 20; 15 hp; immunity to poison and psychic damage). Destroying a tongue deals no damage to the khodumodumo. A tongue can also be broken if a creature takes an action and succeeds on a DC 18 Strength check against it. Destroyed tongues regrow by the time the khodumodumo finishes a long rest." } ], "spell_list": [], "page_no": 229, "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_khodumodumo/" }, { "slug": "ancient-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Ancient Flame Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 481, "hit_dice": "26d20+208", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 23, "dexterity": 14, "constitution": 27, "intelligence": 19, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 9, "constitution_save": 15, "intelligence_save": 10, "wisdom_save": null, "charisma_save": 13, "perception": 17, "skills": { "deception": 13, "insight": 10, "perception": 17, "persuasion": 13, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Shifting Flames", "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." }, { "name": "Flame Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can't stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n\n- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies." }, { "name": "Regional Effects", "desc": "the region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n\n- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n\n- Sulfur geysers form in and around the dragon's lair. Some of them erupt only once an hour, so they're spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n\nif the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are." } ], "spell_list": [], "page_no": 128, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-flame-dragon/" }, { "slug": "giant-firestorm", "desc": "", "name": "Giant, Firestorm", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 149, "hit_dice": "13d12+65", "speed": { "walk": 40 }, "strength": 23, "dexterity": 15, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 9, "strength_save": null, "dexterity_save": 5, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, fire", "condition_immunities": "", "senses": "passive Perception 16", "languages": "Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "Two Obsidian Axe or Firestorm Bolt attacks." }, { "name": "Obsidian Axe", "desc": "Melee Weapon Attack: +9 to hit, 10 ft., one target, 19 (3d8+6) slashing damage + 3 (1d6) cold and 3 (1d6) fire." }, { "name": "Firestorm Bolt", "desc": "Ranged Spell Attack: +6 to hit, 120 ft., one target, 13 (3d6+3) fire + 10 (3d6) cold." }, { "name": "Lava Geyser (Recharge 5-6)", "desc": "Gestures at a point on the ground it can see within 60' of it. A fountain of molten rock erupts from that point in a 10 ft. radius 40' high cylinder. The area is difficult terrain for 1 min. Each creature in the cylinder must make a DC 16 Dex save. On a failure a creature takes 24 (7d6) fire and is coated in hardened lava. On a success a creature takes half the damage and isn't coated in hardened lava. A creature coated in hardened lava has its speed halved while it remains coated. A creature including the coated creature can take its action to break and remove the hardened lava ending the effect." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 202, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_giant-firestorm/" }, { "slug": "giant-hellfire", "desc": "", "name": "Giant, Hellfire", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral good", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 168, "hit_dice": "16d12+64", "speed": { "walk": 40 }, "strength": 23, "dexterity": 15, "constitution": 19, "intelligence": 10, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": 5, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 1, "skills": { "perception": 1 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 15", "languages": "Giant, Infernal", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "Two Greatclub or Runic Blast attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +10 to hit, 15 ft., one target, 19 (3d8+6) bludgeoning damage + 9 (2d8) fire." }, { "name": "Runic Blast", "desc": "Ranged Spell Attack: +7 to hit, 60 ft., one target, 25 (4d10+3) force and target's speed halved until end of its next turn (DC 16 Con not half speed). Fiends have disadvantage on the save." }, { "name": "Invisibility Rune", "desc": "Magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the giant wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": [ { "name": "Runic Shield", "desc": "Adds 4 to its AC vs. one attack that would hit it as green runes encircle the giant. To do so giant must see the attacker and can't be invisible" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Death Malison", "desc": "When it dies the runes on its body flash a bright green then turn to mundane malachite. Each creature within 20' of giant: cursed 7 days (DC 16 Con negates) or until lifted by remove curse spell or similar. While cursed creature has disadvantage on saves and on first attack roll it makes on each of its turns. Fiends have disadvantage on the save." }, { "name": "Rune-Powered Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon weapon deals extra 2d8 fire (included in below)." }, { "name": "Stone Camouflage", "desc": "Advantage on Dex (Stealth) checks made to hide in rocky terrain." } ], "spell_list": [], "page_no": 203, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_giant-hellfire/" }, { "slug": "angelic-enforcer", "desc": "A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword._ \nAngelic enforcers are lion-headed celestials that hunt rogue angels. \n**Divine Mission.** Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. \n**Nothing Gets in the Way.** Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. \n**Immortal Nature.** An angelic enforcer doesn’t require food, drink, or sleep.", "name": "Angelic Enforcer", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30, "fly": 90 }, "strength": 22, "dexterity": 18, "constitution": 18, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "insight": 9, "intimidation": 9, "perception": 9, "survival": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "radiant", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The angelic enforcer makes two melee attacks, but can use its bite only once." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can't regain hit points or benefit from an angel's Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage.", "attack_bonus": 10, "damage_dice": "4d6+6" }, { "name": "Change Shape", "desc": "The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer's choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blazing Weapons", "desc": "The angelic enforcer's weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The angelic enforcer knows if it hears a lie." }, { "name": "Magic Resistance", "desc": "The enforcer has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "The angelic enforcer's spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good" } ], "spell_list": [], "page_no": 17, "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_angelic-enforcer/" }, { "slug": "cherufe", "desc": "A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it._ \n**Corrupted Keepers.** The elemental anomaly that brings a Open Game License", "name": "Cherufe", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40, "burrow": 40 }, "strength": 22, "dexterity": 10, "constitution": 21, "intelligence": 8, "wisdom": 14, "charisma": 6, "strength_save": 11, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17", "languages": "Ignan, Terran", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The cherufe makes four slam attacks. Alternatively, it can throw two magma balls." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "4d6+6" }, { "name": "Magma Ball", "desc": "Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 11 (2d10) fire damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 7 (2d6) fire damage.", "attack_bonus": 11, "damage_dice": "3d10+6" }, { "name": "Fissure", "desc": "The cherufe opens a fissure in the ground within 120 feet of it that is 60 feet long, 10 feet wide, and 2d4 x 10 feet deep. Each creature standing on a spot where a fissure opens must succeed on a DC 18 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The cherufe can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface." }, { "name": "Quake (Recharge 6)", "desc": "The cherufe slams its fists into the ground, shaking the terrain within 60 feet of it. Each creature standing on the ground in that area must make a DC 18 Dexterity saving throw. On a failure, the creature takes 45 (10d8) bludgeoning damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Firewalker", "desc": "When the cherufe is subjected to fire damage, its speed doubles until the end of its next turn, and it can Dash or Disengage as a bonus action on its next turn." }, { "name": "Internal Flame", "desc": "A creature that touches the cherufe or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, the cherufe sheds dim light in a 30-foot radius." } ], "spell_list": [], "page_no": 61, "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_cherufe/" }, { "slug": "uridimmu", "desc": "This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands._ \n**Bastard Sons of Chaos.** The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces. \n**Tainted Servants of Law.** Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like Open Game License", "name": "Uridimmu", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 150, "hit_dice": "12d10+84", "speed": { "walk": 30, "fly": 90 }, "strength": 22, "dexterity": 17, "constitution": 24, "intelligence": 14, "wisdom": 18, "charisma": 21, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 10, "perception": 9, "skills": { "insight": 14, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 90 ft., passive Perception 19", "languages": "all, telepathy 60 ft.", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The uridimmu makes three attacks: one with its bite and two with its mace." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "3d8+6" }, { "name": "Mace", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage.", "attack_bonus": 11, "damage_dice": "2d6+6" }, { "name": "Heavenly Roar (Recharge 5-6)", "desc": "The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chaos Mace", "desc": "The uridimmu's attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack." }, { "name": "Heroic Aura", "desc": "Each friendly creature within 20 feet of the uridimmu can't be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu's aura doesn't work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity." }, { "name": "Magic Resistance", "desc": "The uridimmu has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "The uridimmu's spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components:\nAt will: detect evil and good, light, protection from evil and good\n3/day each: dispel magic, glyph of warding, lightning bolt\n1/day each: flame strike, heal, wall of fire" } ], "spell_list": [], "page_no": 19, "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_uridimmu/" }, { "slug": "hoard-golem", "desc": "_A hoard golem is a pile of gold, jewelry, and weapons that can rise on its own like a tidal wave of riches, with a cold and determined face. A hoard golem can crash down with the weight of a fortune, flattening everything in its path._ \n**Dragon Fears Made Real.** The hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves. \n**Patient Homebodies.** As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner’s den. \n**Silent and Wealthy.** Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 lb. A hoard golem’s body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Hoard Golem", "size": "Huge", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12+70", "speed": { "walk": 40 }, "strength": 22, "dexterity": 15, "constitution": 20, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 10, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhausted, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "understands the language of its creator but can't speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "6d10" }, { "name": "Thieving Whirlwind (Recharge 5-6)", "desc": "The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Strike with Awe", "desc": "Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 234, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_hoard-golem/" }, { "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": "chronomatic-enhancer", "desc": "A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._ \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.", "name": "Chronomatic Enhancer", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 30 }, "strength": 21, "dexterity": 11, "constitution": 19, "intelligence": 9, "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": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., tremorsense 10 ft., passive Perception 16", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Time-Infused Gears", "desc": "The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase." } ], "bonus_actions": null, "reactions": [ { "name": "Alter Timeline", "desc": "When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Delay", "desc": "When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed." }, { "name": "Immutable Form", "desc": "The chronomatic enhancer is immune to any spell or effect that would alter its form." } ], "spell_list": [], "page_no": 64, "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_chronomatic-enhancer/" }, { "slug": "kobold-war-machine", "desc": "A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine’s engines._ \nInspired by the sight of a fearsome Open Game License", "name": "Kobold War Machine", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 25 }, "strength": 21, "dexterity": 14, "constitution": 19, "intelligence": 2, "wisdom": 7, "charisma": 1, "strength_save": null, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious", "senses": "darkvision 60 ft., passive Perception 8", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks." }, { "name": "Spiked Wheel", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "2d10+6" }, { "name": "Spit Fire", "desc": "Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.", "attack_bonus": 6, "damage_dice": "4d6" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire 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": "Immutable Form", "desc": "The kobold war machine is immune to any spell or effect that would alter its form." }, { "name": "Operators", "desc": "The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine.\n\nIf a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can't be targeted and are immune to damage while operating the kobold war machine." }, { "name": "Ram Them! (Two or More Operators)", "desc": "If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone." }, { "name": "Siege Monster", "desc": "The kobold war machine deals double damage to objects and structures." }, { "name": "That Way! (Three or More Operators)", "desc": "The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 233, "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_kobold-war-machine/" }, { "slug": "magma-octopus", "desc": "Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._ \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.", "name": "Magma Octopus", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 21, "dexterity": 17, "constitution": 21, "intelligence": 5, "wisdom": 8, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 9", "languages": "—", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The magma octopus makes four attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.", "attack_bonus": 8, "damage_dice": "1d6+5" }, { "name": "Magma Blast (Recharge 6)", "desc": "The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it 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." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lava Bound", "desc": "The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round." }, { "name": "Lava Swimmer", "desc": "While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water." } ], "spell_list": [], "page_no": 251, "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_magma-octopus/" }, { "slug": "sarsaok", "desc": "This huge, six-horned, bull-like creature possesses a mane of writhing flames and shimmering metal skin._ \n**Creation of the Gods.** All sarsaok descend from a mighty celestial ox said to have been present at the creation of humanity. Scholars speculate the union of domestic or wild oxen produced the first sarsaok. \n**Inhospitable Habitats.** The sarsaok dwell in areas of great heat and fire such as Volcanoes or other geologically active regions. In addition to consuming flora, they are known to drink liquid magma and graze on obsidian, pumice, or other volcanic rock. \n**Peaceful Horror.** Though of great size and strength, sarsaoks are peaceful herbivores similar in demeanor to wild oxen. When threatened, an entire herd attacks until the threat has ended.", "name": "Sarsaok", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d12+52", "speed": { "walk": 40 }, "strength": 21, "dexterity": 12, "constitution": 18, "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": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "cold", "damage_resistances": "piercing", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The sarsaok makes two attacks: one with its gore and one with its hooves." }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 3 (1d6) fire damage.", "attack_bonus": 8, "damage_dice": "3d8+5" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) fire damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Immolating Purge (Recharge 5-6)", "desc": "The sarsaok spews burning blood in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire 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": "Charge", "desc": "If the sarsaok moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone." }, { "name": "Divine Horns", "desc": "The sarsaok's gore attack is magical. In addition, its gore attack ignores the target's resistances to piercing or fire damage." }, { "name": "Heated Body", "desc": "Any creature that touches the sarsaok or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." } ], "spell_list": [], "page_no": 313, "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_sarsaok/" }, { "slug": "al-aeshma-genie", "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._ \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d10+90", "speed": { "hover": true, "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The al-Aeshma makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Dust Devil", "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Hatred", "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents." }, { "name": "Bound", "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder." }, { "name": "Elemental Demise", "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying." }, { "name": "Ill Wind", "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action." }, { "name": "Innate Spellcasting", "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image" }, { "name": "Regeneration", "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 211, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_al-aeshma-genie/" }, { "slug": "apau-perape", "desc": "_Apau Perape Sharp teeth fill this large, demonic ape’s mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws._ \n_**Servants of Fire.**_ These black-furred gorilla demons serve only their demon lord. Their final loyalty is unshakable, though sometimes they serve others for a time— and they have no fear of fire, gleefully setting fire to villages and crops if their master is snubbed or insulted. \n_**Fearless Attackers.**_ The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and do not leave any dead behind, consuming even their bones. \n_**Eyes of Fire.**_ When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape.", "name": "Apau Perape", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 30, "climb": 30 }, "strength": 21, "dexterity": 18, "constitution": 19, "intelligence": 10, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": 7, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "intimidation": 5, "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "cold", "damage_resistances": "fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "frightened, poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Ape, Infernal, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The apau perape makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Variant: Demon Summoning", "desc": "some apau perapes have an action option that allows them to summon other demons.\n\nsummon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning\n\nthe apau perape has a 50 percent chance of summoning one apau perape or one giant ape." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Diseased Ichor", "desc": "Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured." }, { "name": "Innate Spellcasting", "desc": "the apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:\n\n1/day each: fear, wall of fire" }, { "name": "Magic Resistance", "desc": "The apau perape has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 75, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_apau-perape/" }, { "slug": "weeping-treant", "desc": "_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._ \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move. \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire. \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive. \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.", "name": "Weeping Treant", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d12+40", "speed": { "walk": 30 }, "strength": 21, "dexterity": 8, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning and piercing", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The treant makes three slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d6" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Siege Monster", "desc": "The treant deals double damage to objects and structures." }, { "name": "Treespeech", "desc": "A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude." }, { "name": "Acidic Tears", "desc": "Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse." } ], "spell_list": [], "page_no": 388, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_weeping-treant/" }, { "slug": "young-sea-dragon", "desc": "_This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings._ \n**Divine Dragons.** Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. \nDespite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. \n**Shipwreck Art.** Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. \n**Sunken Memorials.** A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. \n\n## Sea Dragon’s Lair\n\n \nSea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. \nWhatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. \nThe sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:\n* Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.\n* The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.\n \n### Regional Effects\n\n \nThe region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.\n* Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.\n* Storms and rough water are more common within 6 miles of the lair.\n \nIf the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.", "name": "Young Sea Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 40, "fly": 80, "swim": 50 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 15, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 4, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 7, "perception": 9, "skills": { "perception": 9, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 30 ft. darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Tidal Breath (Recharge 5-6)", "desc": "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Siege Monster", "desc": "The dragon deals double damage to objects and structures" } ], "spell_list": [], "page_no": 136, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-sea-dragon/" }, { "slug": "abbanith-giant", "desc": "This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._ \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor. \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature. \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License", "name": "Abbanith Giant", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d10+27", "speed": { "burrow": 30, "walk": 40 }, "strength": 20, "dexterity": 9, "constitution": 17, "intelligence": 10, "wisdom": 13, "charisma": 11, "strength_save": 7, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "tremorsense 120 ft., passive Perception 11", "languages": "Giant, Terran", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The abbanith giant makes two thumb claw attacks." }, { "name": "Thumb Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": [ { "name": "Earth Counter (Recharge 6)", "desc": "When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "One with the Earth", "desc": "The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone." }, { "name": "Siege Monster", "desc": "The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone." } ], "spell_list": [], "page_no": 170, "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_abbanith-giant/" }, { "slug": "anzu", "desc": "A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers._ \n**Territorial.** Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade. \n**Elemental Birthright.** Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weather-altering magic.", "name": "Anzu", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "fly": 80, "walk": 40 }, "strength": 20, "dexterity": 14, "constitution": 18, "intelligence": 7, "wisdom": 15, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, Primordial", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The anzu makes three attacks: one with its bite and two with its talons." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Talons", "desc": "Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The anzu uses one of the following breath weapons: \n* Fire Breath. The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. \n* Water Breath. The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn't pushed or knocked prone." }, { "name": "Lightning Relocation", "desc": "The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu's starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The anzu has advantage on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 26, "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_anzu/" }, { "slug": "fire-infused-water-elemental", "desc": "A pillar of water rises up into a humanoid shape, steam trailing from its boiling form._ \n**Boiling Water.** Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory. \n**Geothermal Dwellers.** Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License", "name": "Fire-Infused Water Elemental", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 138, "hit_dice": "12d12+60", "speed": { "swim": 90, "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Aquan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Scald (Recharge 6)", "desc": "A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Water Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 216, "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_fire-infused-water-elemental/" }, { "slug": "gulper-behemoth", "desc": "The titanic eel-like creature has delicately dancing frills and flickers of phosphorescence just under its translucent skin. Its mouth opens impossibly wide as it surges forward._ \n**Deep Sea Lure.** The gulper behemoth lives in the waters of the remotest oceans. It lures sea dwellers to their deaths with dancing motes of light within its massive, ballooning gullet. Rumors abound that even a sharp pinprick will deflate the sea monster. \n\n## Gulper Behemoth’s Lair\n\n \nThe gulper’s lair is filled with brightly-colored and labyrinthine giant corals. Smaller, mutualistic predators swim throughout the lair, keeping it well protected. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the gulper behemoth takes a lair action to cause one of the following effects; the gulper behemoth can’t use the same effect two rounds in a row:\n* The gulper behemoth commands deep sea eels and plants to constrict a target it can see within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.\n* The gulper behemoth commands plants and coral to shoot boiling water at up to three creatures it can see within 60 feet of it. Each target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.", "name": "Gulper Behemoth", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 188, "hit_dice": "13d20+52", "speed": { "walk": 0, "swim": 40 }, "strength": 20, "dexterity": 10, "constitution": 19, "intelligence": 4, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "piercing", "damage_resistances": "acid, thunder", "damage_immunities": "", "condition_immunities": "blinded", "senses": "blindsight 120 ft., passive Perception 10", "languages": "—", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the gulper behemoth can't bite another target.", "attack_bonus": 9, "damage_dice": "6d10+7" }, { "name": "Swallow", "desc": "The gulper behemoth makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the behemoth, and it takes 14 (4d6) acid damage at the start of each of the behemoth's turns.\n\nIf the gulper behemoth takes 20 damage or more on a single turn from a creature inside it, the behemoth must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behemoth. If the behemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone." }, { "name": "Sonic Pulse (Recharge 5-6)", "desc": "The gulper behemoth expels a sonic pulse in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, the creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Death Burst", "desc": "The gulper behemoth explodes when it drops to 0 hp. Each creature within 40 feet of it must succeed on a DC 16 Constitution saving throw, taking 21 (6d6) acid damage on a failed save." }, { "name": "Echolocation", "desc": "The gulper behemoth can't use its blindsight while deafened." }, { "name": "Keen Hearing", "desc": "The gulper behemoth has advantage on Wisdom (Perception) checks that rely on hearing." }, { "name": "Water Breathing", "desc": "The gulper behemoth can breathe only underwater." } ], "spell_list": [], "page_no": 190, "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_gulper-behemoth/" }, { "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": "salamander-monarch", "desc": "Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands._ \n**Salamander Kings and Queens.** Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and Open Game License", "name": "Salamander Monarch", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "17d10+68", "speed": { "walk": 30 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 9 }, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 12", "languages": "Abyssal, Ignan, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The salamander monarch makes two attacks: one with its trident and one with its tail." }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the salamander monarch can automatically hit the target with its tail, and the salamander monarch can't make tail attacks against other targets.", "attack_bonus": 9, "damage_dice": "2d6+5" }, { "name": "Trident", "desc": "Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage or 16 (2d10 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d8+5" }, { "name": "Immolating Crest (Recharge 6)", "desc": "The salamander monarch causes its crest to flare with brilliant radiance, illuminating everything within 30 feet of it with a blue or green light. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 28 (8d6) fire damage and catches on fire. On a success, a creature takes half the damage and doesn't catch on fire. Until a creature on fire takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the salamander monarch or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Heated Weapons", "desc": "Any metal melee weapon the salamander monarch wields deals an extra 7 (2d6) fire damage on a hit (included in the attack)." }, { "name": "Inspiring Sovereign", "desc": "Each salamander within 30 feet of the salamander monarch and that can see the monarch has advantage on its melee attack rolls and saving throws." }, { "name": "Innate Spellcasting", "desc": "The salamander monarch's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n3/day: flaming sphere, heat metal\n1/day: conjure elemental (fire elemental only)" } ], "spell_list": [], "page_no": 311, "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_salamander-monarch/" }, { "slug": "wanyudo", "desc": "Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths._ \n**Born of Heresy.** Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide. Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent. \n**Divine Hunters.** While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity—such as clerics and paladins, or creatures wearing holy symbols—whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings—and have a reliable source of water nearby, in case the worst should happen. \n**To Hell and Back.** Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.", "name": "Wanyudo", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 50 }, "strength": 20, "dexterity": 15, "constitution": 20, "intelligence": 8, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 7, "skills": { "intimidation": 5, "perception": 7, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Common, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The wanyudo makes two bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) fire damage.", "attack_bonus": 8, "damage_dice": "1d10+5" }, { "name": "Flaming Breath (Recharge 5-6)", "desc": "The wanyudo exhales fire in a 20-foot cone from one of its heads. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire 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": "Burn the Righteous", "desc": "The wanyudo has advantage on attack rolls against a creature if the creature is wearing a holy symbol or calls on the power of a divine entity to cast spells." }, { "name": "Fiery Charge", "desc": "If the wanyudo moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone." }, { "name": "Magic Resistance", "desc": "The wanyudo has advantage on saving throws against spells and other magical effects." }, { "name": "Two Heads", "desc": "The wanyudo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious." } ], "spell_list": [], "page_no": 364, "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_wanyudo/" }, { "slug": "blood-hag", "desc": "_This bent-backed crone has long, leathery arms and cruel, flesh‑shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree._ \n**Vampiric Origins.** Blood hags have long skulked on the fringes of society. The first blood hags appeared when a red hag mated with a mad vampire archmage—their offspring became the first blood hags. Many more followed. \n**Face Stealers.** Blood hags prey on mankind, stealing their seed to propagate, their blood to satisfy their insatiable thirst, and their faces as trophies of these short-lived and bloody trysts. \n**Worm Hair.** A blood hag’s hair is a morass of wriggling worms, ever thirsty for fresh blood.", "name": "Blood Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "21d8+84", "speed": { "walk": 30, "climb": 30 }, "strength": 20, "dexterity": 16, "constitution": 18, "intelligence": 19, "wisdom": 21, "charisma": 17, "strength_save": null, "dexterity_save": 7, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 9, "skills": { "deception": 7, "intimidation": 7, "perception": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, poisoned", "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 19", "languages": "Common, Giant, Infernal, Sylvan, Trollkin", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The blood hag makes two claw attacks and one blood-drinking hair attack." }, { "name": "Blood-Drinking Hair", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.", "attack_bonus": 9, "damage_dice": "4d6" }, { "name": "Call the Blood", "desc": "The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours." }, { "name": "1", "desc": "Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute." }, { "name": "2", "desc": "Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute." }, { "name": "3", "desc": "Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute." }, { "name": "4", "desc": "Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save." }, { "name": "Face Peel", "desc": "The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Sense", "desc": "A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet." }, { "name": "Innate Spellcasting", "desc": "the hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing\n\n3/day each: bestow curse, invisibility, mirror image\n\n1/day each: cloudkill, modify memory" } ], "spell_list": [], "page_no": 242, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_blood-hag/" }, { "slug": "clockwork-myrmidon", "desc": "_This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations._ \n_**Elite Machines.**_ Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and they are unleashed only for dangerous situations that clockwork watchmen cannot handle. \n_**Single Targets.**_ A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated. \nUnless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down. \n_**Alchemical Tricks.**_ A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well. \n_**Constructed Nature.**_ A clockwork myrmidon doesn’t require air, food, drink, or sleep.", "name": "Clockwork Myrmidon", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 10, "charisma": 1, "strength_save": 11, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "athletics": 8, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each." }, { "name": "Heavy Pick", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Alchemical Flame Jet (Recharge 5-6)", "desc": "The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied." }, { "name": "Grease Spray (Recharge 5-6)", "desc": "As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied." }, { "name": "Alchemical Fireball", "desc": "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork myrmidon is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork myrmidon has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 64, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_clockwork-myrmidon/" }, { "slug": "deep-one-archimandrite", "desc": "_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._ \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One Archimandrite", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40, "swim": 40 }, "strength": 20, "dexterity": 15, "constitution": 17, "intelligence": 12, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 6, "skills": { "arcana": 4, "perception": 6 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold, thunder", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 240 ft., passive Perception 16", "languages": "Common, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "A deep one archimandrite makes one claw attack and 1 unholy trident attack." }, { "name": "Claw", "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage." }, { "name": "Unholy Trident", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack." }, { "name": "Innate Spellcasting", "desc": "the deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm" }, { "name": "Legendary Resistance (1/Day)", "desc": "If the deep one archimandrite fails a saving throw, it can count it as a success instead." }, { "name": "Lightless Depths", "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean." }, { "name": "Voice of the Archimandrite", "desc": "With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly." } ], "spell_list": [], "page_no": 74, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_deep-one-archimandrite/" }, { "slug": "frostveil", "desc": "_“They took the sled dogs first, and later the seal-skinner set to guard them. We’d hear a confused, muffled cry in the wind and then we’d find them—a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The ‘cloak of death’ our skraeling guide called it.”_ \nWhipped through the air by snowstorms and resembling a spider’s web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the North. \n**Cloak of Death.** Flat nodes shaped like large snowflakes connect their net-like bodies and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature it detects. \n**Seek Warmth.** Each star-like node contains crude sensory organs, able to detect warmth as meager as a living creature’s breath and steer the gliding web toward it. \n**Spirit Spores.** Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights, and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue.", "name": "Frostveil", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "", "hit_points": 67, "hit_dice": "9d8+27", "speed": { "walk": 10, "fly": 30 }, "strength": 20, "dexterity": 20, "constitution": 16, "intelligence": 1, "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": { "stealth": 7 }, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "blinded, charmed, deafened, frightened, prone", "senses": "blindsight 100 ft., passive Perception 10", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The frostveil makes three tendril attacks." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Engulf", "desc": "When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil." }, { "name": "Spirit Spores (recharge 6)", "desc": "In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chilling Acid", "desc": "The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage." }, { "name": "False Appearance", "desc": "While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice." }, { "name": "Windborne", "desc": "While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet." } ], "spell_list": [], "page_no": 207, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_frostveil/" }, { "slug": "herald-of-darkness", "desc": "_Stunningly tall and beautiful fiends, the heralds of darkness resemble dark-haired fey wearing cloaks and armor glittering with dark light and often surrounded by a nimbus of pale green fire._ \nHeralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous. \n**Vision of Evil.** Indeed, the heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of children carried along in a glacial river, rushing to an inevitable doom. \n**Sword and Cloak.** The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body; the smiling face and pleasing form are entirely illusory. \n**Corruptors of the Fey.** The heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.", "name": "Herald Of Darkness", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 105, "hit_dice": "10d10+50", "speed": { "walk": 30, "swim": 30, "fly": 50 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 15, "charisma": 20, "strength_save": 8, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 5, "skills": { "athletics": 8, "deception": 8, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, thunder", "damage_immunities": "cold, lightning, necrotic, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 200 ft., passive Perception 15", "languages": "Common, Elvish, Goblin, Infernal, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack." }, { "name": "Embrace Darkness", "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis." }, { "name": "Majesty of the Abyss (Recharge 4-6)", "desc": "The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds." }, { "name": "Shadow Sword", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrupting Touch", "desc": "A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw." }, { "name": "Gift of Darkness", "desc": "A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation." }, { "name": "Shadow Form", "desc": "A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action." } ], "spell_list": [], "page_no": 249, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_herald-of-darkness/" }, { "slug": "redcap", "desc": "_This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth._ \n**Blood-Soaked Caps.** Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood. \n**Compelled to Kill.** Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. \n**Bandits and Mercenaries.** Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry.", "name": "Redcap", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 17, "intelligence": 11, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "intimidation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Sylvan, Undercommon", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The redcap makes two pike attacks and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Pike", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clomping Boots", "desc": "The redcap has disadvantage on Dexterity (Stealth) checks." }, { "name": "Red Cap", "desc": "The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust." }, { "name": "Solid Kick", "desc": "The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone." } ], "spell_list": [], "page_no": 325, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_redcap/" }, { "slug": "shadow-beast", "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._ \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.", "name": "Shadow Beast", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 18, "constitution": 17, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shadow beast makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Shadow Push (Recharge 5-6)", "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Incorporeal Movement", "desc": "The shadow beast 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": "Innate Spellcasting", "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis" }, { "name": "Magic Resistance", "desc": "The beast has advantage on saving throws against spells and other magical effects." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 345, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-beast/" }, { "slug": "vine-troll-skeleton", "desc": "_These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves._ \n**Black Earth Magic.** Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits. \n**Constant Regrowth.** Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless. \n**Bound to a Tree’s Heart.** Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly.", "name": "Vine Troll Skeleton", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d10+42", "speed": { "walk": 30 }, "strength": 20, "dexterity": 12, "constitution": 16, "intelligence": 6, "wisdom": 8, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": 12, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,", "damage_immunities": "poison", "condition_immunities": "deafened, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "-", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The skeleton makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "3d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed." } ], "spell_list": [], "page_no": 351, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vine-troll-skeleton/" } ] }{ "count": 139, "next": "