Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?ordering=-type&search=fir
https://api.open5e.com/monsters/?ordering=-type&page=2&search=fir", "previous": null, "results": [ { "slug": "chill-haunt", "desc": "This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground._ \n**Forlorn Spirits.** Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic. \n**Hungry for Body Heat.** The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry. \n**Restless Undead.** Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence. \n**Undead Nature.** A chill haunt doesn’t require air, food, drink, or sleep.", "name": "Chill Haunt", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": null, "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 0, "fly": 30 }, "strength": 7, "dexterity": 16, "constitution": 14, "intelligence": 8, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5 }, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, fire, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Shivering Touch", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or take 3 (1d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, the effect ends.", "attack_bonus": 5, "damage_dice": "2d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cryophobia", "desc": "Whenever the chill haunt is subjected to cold damage, it takes no damage, but it must succeed on a DC 13 Wisdom saving throw or become frightened of the source of the damage for 1 minute. This trait overrides the haunt's normal immunity to the frightened condition." }, { "name": "Fire Absorption", "desc": "Whenever the chill haunt is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt." }, { "name": "Incorporeal Movement", "desc": "The chill haunt 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." } ], "spell_list": [], "page_no": 62, "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_chill-haunt/" }, { "slug": "de-ogen", "desc": "A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage._ \n**Spirits of Vengeance and Flame.** De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them. \n**Undead Companions.** A de ogen is usually accompanied by Open Game License", "name": "De Ogen", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": null, "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 0, "hover": true, "fly": 40 }, "strength": 1, "dexterity": 20, "constitution": 16, "intelligence": 11, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Burning Touch", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) fire damage. A creature slain by this attack turns to ash. A humanoid slain by this attack rises 24 hours later as a shadow, unless the humanoid is restored to life or its ashes are doused in holy water. The shadow isn't under the de ogen's control, but it follows in the de ogen's wake and aids the de ogen when possible.", "attack_bonus": 7, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The de ogen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the de ogen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Transfixing Gaze", "desc": "When a creature that can see the de ogen starts its turn within 30 feet of the de ogen, the de ogen can force it to make a DC 14 Wisdom saving throw if the de ogen isn't incapacitated and can see the creature. On a failed save, the creature is incapacitated and its speed is reduced to 0 until the start of its next turn.\n\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the de ogen until the start of its next turn, when it can avert its eyes again. If it looks at the de ogen in the meantime, it must immediately make the saving throw.\n\nCreatures immune to being frightened are immune to the de ogen's Transfixing Gaze." }, { "name": "Wilting Passage", "desc": "The first time the de ogen enters or moves through a creature's space on a turn, that creature takes 5 (1d10) fire damage. When the de ogen moves through an object that isn't being worn or carried, the object takes 5 (1d10) fire damage." } ], "spell_list": [], "page_no": 80, "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_de-ogen/" }, { "slug": "grim-jester", "desc": "_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._ \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 7, "skills": { "acrobatics": 10, "deception": 9, "perception": 7, "performance": 9, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Joker's Shuffle (recharge 6)", "desc": "The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)." }, { "name": "Killing Joke (recharge 6)", "desc": "The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ridicule Hope (recharge 4-6)", "desc": "When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming" }, { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The jester has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 240, "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_grim-jester/" }, { "slug": "haugbui", "desc": "_A thick swirl of dust rises, settles, and forms the vague outline of a man—two points of yellow light shine where its eyes should be, staring malevolently._ \n**Mound Haunter.** A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse. \n**Milder Spirits.** Haugbuis are related to vaettir, but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated, and thus are viewed with greater tolerance by the living. \n**Scrye and Watch.** They prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability. \n**Undead Nature.** A haugbui doesn’t require air, food, drink, or sleep.", "name": "Haugbui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 18, "dexterity": 17, "constitution": 18, "intelligence": 15, "wisdom": 20, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "arcana": 7, "history": 7, "intimidation": 8, "perception": 10, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning, necrotic", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "truesight 60 ft., passive Perception 20", "languages": "the languages it spoke in life; telepathy 120 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The haugbui makes two psychic claw attacks." }, { "name": "Psychic Claw", "desc": "Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.", "attack_bonus": 10, "damage_dice": "6d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The haugbui 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 haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nconstant: detect thoughts, invisibility, mage hand, scrying\n\nat will: dancing lights, druidcraft, mending, spare the dying\n\n7/day each: bane, create or destroy water, fog cloud, purify food and drink\n\n5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter\n\n3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis\n\n1/day each: blight, contagion, dream\n\n1/week each: geas, hallow" }, { "name": "Legendary Resistance (3/Day)", "desc": "If the haugbui fails a saving throw it can choose to succeed instead." }, { "name": "Sepulchral Scrying (1/Day)", "desc": "An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Turn Resistance", "desc": "The haugbui has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 247, "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_haugbui/" }, { "slug": "lich-hound", "desc": "_Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords._ \n**Fiery Bones.** Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches. \n**Echoing Howls.** Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes. \n**Murdered Celestials.** The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic. \n**Undead Nature.** A lich hound doesn’t require air, food, drink, or sleep.", "name": "Lich Hound", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "fly": 50 }, "strength": 10, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 4, "skills": { "acrobatics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "piercing and bludgeoning from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 100 ft., passive Perception 14", "languages": "understands Darakhul", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "1d12" }, { "name": "Ethereal Jaunt", "desc": "As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa." }, { "name": "Gut Rip", "desc": "As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early." }, { "name": "Howl", "desc": "The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 274, "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_lich-hound/" }, { "slug": "sarcophagus-slime", "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._ \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.", "name": "Sarcophagus Slime", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 20 }, "strength": 14, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, necrotic", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Frightful Presence", "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 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 sarcophagus slime's Frightful Presence for the next 24 hours." }, { "name": "Corrupting Gaze", "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 336, "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_sarcophagus-slime/" }, { "slug": "swarmoffiredancers-tob1-2023", "desc": "False", "name": "Swarm of Fire Dancers", "size": "Medium", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8 + 36", "speed": { "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks." }, { "name": "Singe", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer." }, { "name": "Frightening Visage (Recharge 5-6)", "desc": "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be 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." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The swarm of fire dancers doesn't require air, food, drink, or sleep." }, { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 354, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_swarm-of-fire-dancers/" }, { "slug": "kelp-eel", "desc": "A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey._ \nKelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect. \n**Serpents of the Shallows.** Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest. \n**Mariners’ Nightmares.** The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels. \n**Deep Hunters.** While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.", "name": "Kelp Eel", "size": "Huge", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "walk": 10, "swim": 50 }, "strength": 18, "dexterity": 14, "constitution": 19, "intelligence": 3, "wisdom": 15, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened, unconscious", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12", "languages": "—", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The kelp eel makes two attacks with its kelp tendrils, uses Reel, and makes two attacks with its slam." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "6d8+4" }, { "name": "Kelp Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the kelp eel can't use the same kelp tendril on another target. In addition, at the start of the target's next turn, it begins to suffocate as the eel's grip crushes the breath out of it." }, { "name": "Reel", "desc": "The kelp eel 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": "Disperse", "desc": "When the kelp eel is reduced to 0 hp, it disperses into its component kelp in a 30-foot cube. The area is difficult terrain for 1 hour. At the end of that hour, the kelp eel reforms, regaining half its hp and becoming active again. If more than half the kelp that comprises the dispersed kelp eel is removed from the water and dried, it can't reform and the creature is destroyed." }, { "name": "False Appearance", "desc": "While the kelp eel remains motionless, it is indistinguishable from ordinary kelp." } ], "spell_list": [], "page_no": 227, "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_kelp-eel/" }, { "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": "dragonleaf-tree", "desc": "_The dragon-headed leaves of these oak trees sometimes rustle despite the lack of wind, betraying a hint of their draconic power._ \n**Gifts among Dragons.** These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords. \n**Silent Guardians.** Dragonleaf trees use fairly simple tactics to deter potential intruders. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough targets enter the grove, the trees fire razor sharp leaves at or breathe on their targets, adjusting their position to make better use of their weapons. \n**Long Memories.** Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 lb, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree’s master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon’s whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness.", "name": "Dragonleaf Tree", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 152, "hit_dice": "16d10+64", "speed": { "walk": 5 }, "strength": 16, "dexterity": 10, "constitution": 19, "intelligence": 3, "wisdom": 12, "charisma": 17, "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": "A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.", "condition_immunities": "blinded, deafened", "senses": "blindsight 120 ft., passive Perception 11", "languages": "can understand the language of its creator or designated master", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "10d10" }, { "name": "Leaves", "desc": "Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage.", "attack_bonus": 3, "damage_dice": "10d8" }, { "name": "Breath Weapon (Recharge 6)", "desc": "Dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Loyal to Dragon Master", "desc": "A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters." }, { "name": "Weaknesses", "desc": "Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire." } ], "spell_list": [], "page_no": 147, "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_dragonleaf-tree/" }, { "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": "mindrot-thrall", "desc": "_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._ \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own. \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm. \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack. \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.", "name": "Mindrot Thrall", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 17, "intelligence": 11, "wisdom": 14, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "acid, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "tremorsense 30 ft., passive Perception 12", "languages": "understands Common but cannot speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mindrot thrall makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d6" }, { "name": "Acid Breath (Recharge 4-6)", "desc": "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores." }, { "name": "Mindrot Spores", "desc": "Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fungal Aura", "desc": "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores." } ], "spell_list": [], "page_no": 290, "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_mindrot-thrall/" }, { "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/" }, { "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": "swampgas-bubble", "desc": "A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air._ \n**Consumers of Exhaled Gases.** Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims’ heads and extract these gases, usually in copious quantities as their victims panic and breathe harder. This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature’s breathing slows. \n**Attracted to Fire.** A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble’s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles. \n**Ooze Nature.** A swampgas bubble doesn’t require sleep.", "name": "Swampgas Bubble", "size": "Medium", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 8, "armor_desc": null, "hit_points": 59, "hit_dice": "7d8+28", "speed": { "fly": 30, "hover": true, "walk": 20 }, "strength": 16, "dexterity": 7, "constitution": 18, "intelligence": 1, "wisdom": 10, "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": "fire", "damage_resistances": "", "damage_immunities": "bludgeoning, poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 10", "languages": "—", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Suffocating Grasp", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is Medium or smaller, the swampgas bubble attaches to the target's head, and the target is blinded while the bubble is attached. While attached, the bubble can't make pseudopod attacks against the target. At the start of each of the bubble's turns, the target takes 9 (2d8) poison damage and begins suffocating as it breathes in the poisonous gases within the bubble. A creature is affected even if it holds its breath, but creatures that don't need to breathe aren't affected.\n\nThe bubble can detach itself by spending 5 feet of its movement. It does so if its target falls unconscious or dies. A creature, including the target, can take its action to detach the bubble by succeeding on a DC 13 Strength check.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bludgeoning Bounce", "desc": "Whenever the swampgas bubble is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 10 feet away from the source of the bludgeoning damage. If the bubble is subjected to bludgeoning damage while attached to a creature, the bubble must succeed on a DC 13 Strength saving throw or detach from the creature and be pushed up to 5 feet away." }, { "name": "Fiery Death", "desc": "If the swampgas bubble has half its hp or fewer and takes any fire damage, it dies explosively. Each creature within 20 feet of the bubble must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one." } ], "spell_list": [], "page_no": 343, "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_swampgas-bubble/" }, { "slug": "foxfire-ooze", "desc": "", "name": "Foxfire Ooze", "size": "Large", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 9, "armor_desc": null, "hit_points": 126, "hit_dice": "12d10+60", "speed": { "climb": 20, "fly": 10, "hover": true, "swim": 20, "walk": 20 }, "strength": 19, "dexterity": 8, "constitution": 20, "intelligence": 2, "wisdom": 6, "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": "cold", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, fire, lightning", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "-", "challenge_rating": "10", "cr": 10.0, "actions": [ { "desc": "The foxfire ooze makes three pseudopod attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "3d10+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage plus 4 (1d8) lightning damage.", "name": "Pseudopod" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ooze has advantage on attack rolls against any creature it has surprised.", "name": "Ambusher" }, { "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing.", "name": "Amorphous" }, { "desc": "A creature that touches the ooze while wearing metal or hits it with a melee attack with a metal weapon takes 9 (2d8) lightning damage and triggers a lightning storm. All creatures within 20 feet of the ooze that are holding or wearing metal must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) lightning damage.", "name": "Lightning Storm" }, { "desc": "The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", "name": "Spider Climb" } ], "spell_list": [], "page_no": 283, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_foxfire-ooze/" }, { "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": "conjoined-queen", "desc": "The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike._ \n**Born in Chaos.** The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged. \n**Rulers of the Many-Legged.** A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs. \n**Hungry for Power.** The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.", "name": "Conjoined Queen", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d10+80", "speed": { "burrow": 20, "climb": 30, "walk": 40 }, "strength": 18, "dexterity": 16, "constitution": 21, "intelligence": 13, "wisdom": 14, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 16", "languages": "Common", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The conjoined queen makes two slam attacks and one sting attack." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8+4" }, { "name": "Sting", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 14 (4d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d10+4" }, { "name": "Queen's Wrathful Clattering (1/Day)", "desc": "The conjoined queen clacks her long chitinous legs together, inciting rage in her allies. Each ally within 60 feet of the queen who can hear her has advantage on its next attack roll, and its speed is increased by 10 until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The conjoined queen has advantage on saving throws against spells and other magical effects." }, { "name": "Pheromones", "desc": "A creature that starts its turn within 30 feet of the conjoined queen must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed, the creature drops anything it is holding and is stunned. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the conjoined queen's Pheromones for the next 24 hours." }, { "name": "Tunneler", "desc": "The queen can burrow through solid rock at half her burrowing speed and leaves a 5-foot-diameter tunnel in her wake." }, { "name": "Spellcasting", "desc": "The conjoined queen is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The queen has the following sorcerer spells prepared:\nCantrips (at will): acid splash, mage hand, prestidigitation, ray of frost\n1st Level (4 slots): burning hands, magic missile, shield, thunderwave\n2nd Level (3 slots): detect thoughts, misty step, web\n3rd Level (3 slots): clairvoyance, counterspell, haste\n4th Level (3 slots): banishment, confusion\n5th Level (1 slot): insect plague" } ], "spell_list": [], "page_no": 70, "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_conjoined-queen/" }, { "slug": "cryoceros", "desc": "This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar._ \n**Elemental-Touched Rhino.** A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature’s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach. \n**Slow Metabolisms.** Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don’t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them. \n**Cantankerous Mounts.** Gentleness and a regular source of food temporarily earns the cryoceroses’ trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts.", "name": "Cryoceros", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 40 }, "strength": 19, "dexterity": 11, "constitution": 18, "intelligence": 3, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, cold", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) cold damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Stomp", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 20 (3d10 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "3d10+4" }, { "name": "Shards of Ice (Recharge 4-6)", "desc": "The cryoceros exhales razor-sharp ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage and 10 (3d6) piercing damage on a failed save, or half as much on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Snow Camouflage", "desc": "The cryoceros has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." }, { "name": "Trampling Charge", "desc": "If the cryoceros moves at least 20 feet straight toward a target and then hits it with its gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cryoceros can make one stomp attack against it as a bonus action." } ], "spell_list": [], "page_no": 76, "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_cryoceros/" }, { "slug": "death-vulture", "desc": "The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak._ \nDeath vultures are giant birds transformed by their diet of undead flesh. \n**Mutated Monstrosities.** When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly. \n**Massive Meat Appetites.** Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry. \n**Necromancer Neighbors.** Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.", "name": "Death Vulture", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d10+32", "speed": { "fly": 60, "walk": 10 }, "strength": 18, "dexterity": 10, "constitution": 18, "intelligence": 6, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The death vulture makes two attacks: one with its beak and one with its talons." }, { "name": "Beak", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d4+4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6+4" }, { "name": "Decaying Breath (Recharge 6)", "desc": "The vulture breathes necrotic energy in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail this saving throw by 5 or more also age a number of years equal to half the damage taken." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Awful Stench", "desc": "The vulture has a disgusting body odor. Any creature that starts its turn within 5 feet of the vulture must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn." }, { "name": "Keen Sight and Smell", "desc": "The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell." }, { "name": "Pack Tactics", "desc": "The vulture has advantage on attack rolls against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated." } ], "spell_list": [], "page_no": 81, "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_death-vulture/" }, { "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": "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": "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": "spellhound", "desc": "A shimmering coat and a ridged snout distinguish the hound from other monstrous canines._ \n**Vindictive Origins.** The first spellhounds began as nothing more than ordinary scent hounds. When the master of the hounds was tormented by a hag, he struck a deal with a powerful fey lord, requesting that his stock be blessed with the ability to hunt the witch. The hounds were returned to him, empowered and mutated, but capable of making short work of the hag nonetheless. After the houndmaster was ostracized for keeping monstrous pets, he grew resentful and concluded that the fey lord had wronged him. He arrogantly set out with his spellhounds after the fey lord that had created them, but he never returned. Ever since, spellhounds have been kept as prized pets by warring fey or set loose in fey-inhabited forests to prey on lonely spellcasters. \n**Magical Predators.** Spellhounds have olfactory capabilities that allow them to sense the “odor” of spellcasters. This, combined with their spell-repelling coats and their magic-disrupting howls, makes them a menace for anyone with even a minor arcane faculty.", "name": "Spellhound", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 3, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed", "senses": "darkvision 60 ft., passive Perception 13", "languages": "—", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The spellhound makes two bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "2d6+4" }, { "name": "Nullifying Howl (1/Day)", "desc": "The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell's level. On a success, the spell ends.\n\nIn addition, each spellcaster within 30 feet of the spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arcane Sense", "desc": "The spellhound can pinpoint, by scent, the location of spellcasters within 60 feet of it." }, { "name": "Channel Breaker", "desc": "The spellhound has advantage on attack rolls against a creature, if the creature is concentrating on a spell." }, { "name": "Keen Hearing and Smell", "desc": "The spellhound has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Magic Resistance", "desc": "The spellhound has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 336, "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_spellhound/" }, { "slug": "valkruung", "desc": "Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._ \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly. \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile. \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.", "name": "Valkruung", "size": "Tiny", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 13, "armor_desc": null, "hit_points": 22, "hit_dice": "4d6+8", "speed": { "climb": 20, "walk": 25 }, "strength": 8, "dexterity": 16, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Goblin", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": [ { "name": "Disarming Tendrils", "desc": "When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Prehensile Tendrils", "desc": "The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)." } ], "spell_list": [], "page_no": 355, "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_valkruung/" }, { "slug": "alseid", "desc": "_Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs._ \n**Forest Guardians.** Alseids see the forest as an individual and a friend.They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest. \n**Antlers Show Status.** Alseids have antlers growing from their foreheads.These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment. \n**White-Tailed Wanderers.** Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes.", "name": "Alseid", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 49, "hit_dice": "9d8+9", "speed": { "walk": 40 }, "strength": 13, "dexterity": 17, "constitution": 12, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "nature": 3, "perception": 5, "stealth": 5, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 3, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Woodfriend", "desc": "When in a forest, alseid leave no tracks and automatically discern true north." } ], "spell_list": [], "page_no": 15, "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_alseid/" }, { "slug": "eala", "desc": "_This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot._ \nEala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal. \n**Metallic Diet.** Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized.", "name": "Eala", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural", "hit_points": 40, "hit_dice": "9d6+9", "speed": { "walk": 10, "fly": 60 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 2, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The eala makes two attacks with its wing blades." }, { "name": "Wing Blades", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Fire Breath (recharge 5-6)", "desc": "The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried." } ], "bonus_actions": null, "reactions": [ { "name": "Swan Song", "desc": "When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 163, "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_eala/" }, { "slug": "goat-man", "desc": "_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._ \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service. \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well. \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.", "name": "Goat-Man", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 40 }, "strength": 19, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "acrobatics": 4, "athletics": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Giant, Trollkin, but cannot speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The goat-man makes one bite attack and one slam attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Headbutt", "desc": "If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action." } ], "spell_list": [], "page_no": 231, "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_goat-man/" }, { "slug": "kot-bayun", "desc": "_This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator._ \nEnemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities. \n**Speaking Fey Cats.** These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years. \n**Sing to Sleep.** In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below. \n**Healing Poetry.** If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association. \nBefriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts.", "name": "Kot Bayun", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 40, "climb": 20 }, "strength": 16, "dexterity": 16, "constitution": 13, "intelligence": 12, "wisdom": 16, "charisma": 17, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The kot bayun makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d10" }, { "name": "Slumbering Song", "desc": "The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Folk Cure", "desc": "A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon." }, { "name": "Innate Spellcasting", "desc": "the kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\n3/day each: fog cloud, invisibility (self only)\n\n1/day: blink" } ], "spell_list": [], "page_no": 268, "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_kot-bayun/" }, { "slug": "shadhavar", "desc": "_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._ \n**Shadow Horses.** Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences. \n**Fey and Undead Riders.** While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned. \n**Deceptive Hunters.** Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.", "name": "Shadhavar", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural", "hit_points": 97, "hit_dice": "13d10+26", "speed": { "walk": 50 }, "strength": 14, "dexterity": 15, "constitution": 14, "intelligence": 8, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands Elvish and Umbral but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "A shadhavar makes one gore attack and one hooves attack." }, { "name": "Gore", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:\n\nat will: disguise self (as horse or unicorn only)\n\n2/day: darkness (centered on itself, moves with the shadhavar)" }, { "name": "Magic Weapons", "desc": "A shadhavar's gore attacks are magical." }, { "name": "Plaintive Melody (3/day)", "desc": "As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it." }, { "name": "Shadesight", "desc": "A shadhavar's darkvision functions in magical darkness." } ], "spell_list": [], "page_no": 344, "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_shadhavar/" }, { "slug": "tosculi-hive-queen", "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._ \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive. \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters. \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed. \n\n## A Tosculi Hive-Queen’s Lair\n\n \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row. \n\n## Regional Effects\n\n \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects: \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads. \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.", "name": "Tosculi Hive-Queen", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 40, "fly": 60 }, "strength": 17, "dexterity": 24, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 12, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": 8, "skills": { "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Deep Speech, Gnoll, Infernal, Tosculi", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The hive-queen makes four scimitar attacks." }, { "name": "Scimitar", "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": "Stinger", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 12, "damage_dice": "1d6" }, { "name": "Glitter Dust", "desc": "The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 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." }, { "name": "Implant Egg", "desc": "The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Flight", "desc": "The hive-queen flies up to half its flying speed." }, { "name": "Stinger Attack", "desc": "The hive-queen makes one stinger attack." }, { "name": "Glitter Dust (Costs 2 Actions)", "desc": "The hive-queen uses Glitter Dust." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the hive-queen fails a saving throw, it can choose to succeed instead." }, { "name": "Hive Mind", "desc": "The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive." }, { "name": "Hive Queen Lair", "desc": "on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row." }, { "name": "Regional Effects", "desc": "the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days." } ], "spell_list": [], "page_no": 385, "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_tosculi-hive-queen/" }, { "slug": "boreas-chosen", "desc": "The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._ \nRegardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor. \n**Blood and Weapons of Ice.** A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed. \n**Blessed and Loyal.** Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.", "name": "Boreas’ Chosen", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "leather armor, shield", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 17, "dexterity": 14, "constitution": 19, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 3, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "charmed, exhaustion, frightened", "senses": "passive Perception 12", "languages": "Common, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "Boreas' chosen makes two ice spear attacks." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage.", "attack_bonus": 6, "damage_dice": "1d6+3" }, { "name": "Breath of the North Wind", "desc": "(Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Frozen Blood", "desc": "A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage." }, { "name": "Ice Runes", "desc": "The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)." }, { "name": "Ice Walk", "desc": "The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." } ], "spell_list": [], "page_no": 48, "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_boreas-chosen/" }, { "slug": "gray-orc", "desc": "The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin._ \nDwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement. \n**Drawn to Magical Corruption.** Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it. \n**Synchronized Tribes.** Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source.", "name": "Gray Orc", "size": "Medium", "type": "Humanoid", "subtype": "orc", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": null, "hit_points": 15, "hit_dice": "2d8+6", "speed": { "climb": 30, "walk": 40, "burrow": 20 }, "strength": 14, "dexterity": 16, "constitution": 16, "intelligence": 9, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "acrobatics": 5, "athletics": 4, "perception": 2, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 12", "languages": "Orc", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Silent Hunters", "desc": "Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroom-based black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt." }, { "name": "Aggressive", "desc": "As a bonus action, the orc can move up to its speed toward a hostile creature it can see." }, { "name": "Magic Absorption", "desc": "When the gray orc is hit by a spell or is in the area of a spell, it regains hp equal to the spell's level. This trait doesn't counter the spell or negate its damage or effects. The orc regains the hp after the spell is resolved." }, { "name": "Pack Tactics", "desc": "The gray orc has advantage on attack rolls against a creature if at least one of the orc's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the gray orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 162, "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_gray-orc/" }, { "slug": "initiate-of-the-elder-elementals", "desc": "The kobold stands at the stone altar, chanting words of elemental power. Winds swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand while frost rimes the other._ \n**Elemental Servant.** Serving as part of a secret cabal, the initiate taps into the elemental magic that taints it to serve the four great elemental lords of evil. It often worships in secret underground sites devoted to its dark gods. Service means access to power, and an initiate hopes to use that power to rise in station.", "name": "Initiate of the Elder Elementals", "size": "Small", "type": "Humanoid", "subtype": "kobold", "group": null, "alignment": "any evil alignment", "armor_class": 12, "armor_desc": "15 with mage armor", "hit_points": 33, "hit_dice": "6d6+12", "speed": { "walk": 30 }, "strength": 9, "dexterity": 14, "constitution": 15, "intelligence": 16, "wisdom": 11, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "intimidation": 3, "religion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common, Draconic, Primordial", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Gift of the Elder Elementals", "desc": "Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) acid, cold, fire, or lightning damage, and the target has disadvantage on its next saving throw against any of the initiate's spells that deal the chosen type of damage.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blessing of the Elder Elementals", "desc": "The initiate has advantage on saving throws against spells and abilities that deal acid, cold, fire, or lightning damage." }, { "name": "Pack Tactics", "desc": "The initiate has advantage on attack rolls against a creature if at least one of the initiate's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the initiate has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Versatility of the Elder Elementals", "desc": "As a bonus action, the initiate can change the damage of a spell it casts from acid, cold, fire, or lightning to another one of those elements." }, { "name": "Spellcasting", "desc": "The initiate of the elder elementals is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The initiate has the following wizard spells prepared:\nCantrips (at will): pummelstone, light, mage hand, ray of frost\n1st level (4 slots): burning hands, mage armor, tidal barrier\n2nd level (3 slots): gust of wind, misty step, scorching ray\n3rd level (2 slots): lightning bolt, frozen razors" } ], "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_initiate-of-the-elder-elementals/" }, { "slug": "trollkin-raider", "desc": "Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder._ \nTrollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another. \n**Night Attacks.** Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks. \n**Mounted or River Routes.** While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder. \nNote that in The Raven's Call, the Raider had 78 (12d8 + 24) HP and spoke only Northern Tongue.", "name": "Trollkin Raider", "size": "Medium", "type": "Humanoid", "subtype": "trollkin", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30 }, "strength": 12, "dexterity": 12, "constitution": 14, "intelligence": 9, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "insight": 3, "nature": 1, "perception": 3, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Trollkin", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The trollkin makes two spear attacks or one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.", "attack_bonus": 3, "damage_dice": "1d4+1" }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.", "attack_bonus": 3, "damage_dice": "1d6+1" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The trollkin regains 1 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Thick Hide", "desc": "The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is included in the trollkin's AC." } ], "spell_list": [], "page_no": 353, "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_trollkin-raider/" }, { "slug": "firetamer", "desc": "Firetamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.", "name": "Firetamer", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "Elemental Wardens", "alignment": "neutral good", "armor_class": 17, "armor_desc": "red dragon scale mail", "hit_points": 92, "hit_dice": "16d8+20", "speed": { "walk": 30 }, "strength": 8, "dexterity": 15, "constitution": 14, "intelligence": 12, "wisdom": 18, "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": "", "damage_resistances": "fire", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "Common, Druidic, Primordial (Ignan)", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.", "attack_bonus": 6, "damage_dice": "1d6+4d6", "damage_bonus": 2 }, { "name": "Flamecharm (Recharges after a Short or Long Rest)", "desc": "The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flameform", "desc": "As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest." }, { "name": "Spellcasting", "desc": "The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, mending, produce flame\n* 1st level (4 slots): cure wounds, faerie fire, longstrider, jump\n* 2nd level (3 slots): flame blade, heat metal, lesser restoration\n* 3rd level (3 slots): daylight, dispel magic, protection from energy\n* 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental" } ], "spell_list": [ "https://api.open5e.com/v2/spells/druidcraft/", "https://api.open5e.com/v2/spells/mending/", "https://api.open5e.com/v2/spells/produce-flame/", "https://api.open5e.com/v2/spells/cure-wounds/", "https://api.open5e.com/v2/spells/faerie-fire/", "https://api.open5e.com/v2/spells/longstrider/", "https://api.open5e.com/v2/spells/jump/", "https://api.open5e.com/v2/spells/flame-blade/", "https://api.open5e.com/v2/spells/heat-metal/", "https://api.open5e.com/v2/spells/lesser-restoration/", "https://api.open5e.com/v2/spells/daylight/", "https://api.open5e.com/v2/spells/dispel-magic/", "https://api.open5e.com/v2/spells/protection-from-energy/", "https://api.open5e.com/v2/spells/blight/", "https://api.open5e.com/v2/spells/freedom-of-movement/", "https://api.open5e.com/v2/spells/wall-of-fire/", "https://api.open5e.com/v2/spells/conjure-elemental/" ], "page_no": 128, "environments": [], "img_main": null, "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__license_url": "http://open5e.com/legal", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/", "v2_converted_path": "/v2/creatures/tdcs_firetamer/" }, { "slug": "waverider", "desc": "The waveriders know firsthand the dangers of the open ocean, and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. Though they are not warriors, they are accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters, sometimes returning critically wounded survivors to the tribe of elemental wardens itself. The isolationists among the water wardens condemn this practice, fearing that the refugees threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular.\nA waverider turns to violence only as a last resort, and prefer to fight in fishform than with their fishing harpoon, using hit-and-run tactics as a shark or their octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the _skysails_ of the wind wardens.", "name": "Waverider", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "Elemental Wardens", "alignment": "neutral good", "armor_class": 14, "armor_desc": "hide armor of cold resistance", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Common, Druidic, Primordial (Aquan)", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Harpoon", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fishform", "desc": "As a bonus action, the waverider can transform into a **hunter shark** or **giant octopus**. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest." }, { "name": "Healing Tides", "desc": "Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide)." }, { "name": "Marine Empathy", "desc": "The waverider can speak with and understand aquatic plants and animals." }, { "name": "Spellcasting", "desc": "The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, poison spray, resistance\n* 1st level (4 slots): cure wounds, create or destroy water, healing word\n* 2nd level (3 slots): animal messenger, enhance ability, lesser restoration\n* 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing\n* 4th level (1 slots): control water" } ], "spell_list": [ "https://api.open5e.com/v2/spells/druidcraft/", "https://api.open5e.com/v2/spells/poison-spray/", "https://api.open5e.com/v2/spells/resistance/", "https://api.open5e.com/v2/spells/cure-wounds/", "https://api.open5e.com/v2/spells/create-or-destroy-water/", "https://api.open5e.com/v2/spells/healing-word/", "https://api.open5e.com/v2/spells/animal-messenger/", "https://api.open5e.com/v2/spells/enhance-ability/", "https://api.open5e.com/v2/spells/lesser-restoration/", "https://api.open5e.com/v2/spells/conjure-animals/", "https://api.open5e.com/v2/spells/water-walk/", "https://api.open5e.com/v2/spells/water-breathing/", "https://api.open5e.com/v2/spells/control-water/" ], "page_no": 129, "environments": [], "img_main": null, "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__license_url": "http://open5e.com/legal", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/", "v2_converted_path": "/v2/creatures/tdcs_waverider/" }, { "slug": "deep-one", "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "14d8+28", "speed": { "walk": 30, "swim": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 8, "charisma": 12, "strength_save": 5, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 9", "languages": "Common, Void Speech", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage." }, { "name": "Lightless Depths", "desc": "A deep one is immune to the pressure effects of the deep ocean." }, { "name": "Ocean Change", "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30." } ], "spell_list": [], "page_no": 73, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_deep-one/" }, { "slug": "deep-one-archimandrite", "desc": "_Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages._ \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One Archimandrite", "size": "Large", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40, "swim": 40 }, "strength": 20, "dexterity": 15, "constitution": 17, "intelligence": 12, "wisdom": 17, "charisma": 19, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 6, "skills": { "arcana": 4, "perception": 6 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold, thunder", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 240 ft., passive Perception 16", "languages": "Common, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "A deep one archimandrite makes one claw attack and 1 unholy trident attack." }, { "name": "Claw", "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage." }, { "name": "Unholy Trident", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack." }, { "name": "Innate Spellcasting", "desc": "the deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: bless, revivify, sacred flame, shocking grasp, suggestion\n\n3/day each: charm person, lightning bolt, sanctuary, shatter\n\n1/day each: chain lightning, cone of cold, ice storm" }, { "name": "Legendary Resistance (1/Day)", "desc": "If the deep one archimandrite fails a saving throw, it can count it as a success instead." }, { "name": "Lightless Depths", "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean." }, { "name": "Voice of the Archimandrite", "desc": "With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly." } ], "spell_list": [], "page_no": 74, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_deep-one-archimandrite/" }, { "slug": "deep-one-hybrid-priest", "desc": "Deep Ones With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. \n_**Elder Gods.**_ In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. \n_**Coastal Raiders.**_ The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. \n_**Demand Sacrifices.**_ They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule.", "name": "Deep One Hybrid Priest", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 30, "swim": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 12, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 3, "skills": { "athletics": 6, "deception": 4, "perception": 3 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Void Speech", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "A deep one priest can breathe air or water with equal ease." }, { "name": "Frenzied Rage", "desc": "On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage." }, { "name": "Innate Spellcasting", "desc": "the deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: sacred flame, shocking grasp\n\n3/day each: inflict wounds, sanctuary, sleep\n\n1/day each: ice storm, shatter" }, { "name": "Lightless Depths", "desc": "A deep one hybrid priest is immune to the pressure effects of the deep ocean." }, { "name": "Ocean Change", "desc": "A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30." }, { "name": "Voice of the Deeps", "desc": "A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase." } ], "spell_list": [], "page_no": 73, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_deep-one-hybrid-priest/" }, { "slug": "dwarf-firecracker", "desc": "", "name": "Dwarf, Firecracker", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 14, "armor_desc": "scale mail", "hit_points": 68, "hit_dice": "8d8 +32", "speed": { "walk": 25 }, "strength": 17, "dexterity": 10, "constitution": 18, "intelligence": 15, "wisdom": 9, "charisma": 10, "strength_save": null, "dexterity_save": 2, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": -1, "skills": { "perception": -1 }, "damage_vulnerabilities": "", "damage_resistances": "fire, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 9", "languages": "Common, Dwarvish", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "Two Wrecking Maul or Fire Blast attacks." }, { "name": "Wrecking Maul", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage + 3 (1d6) fire. The target must make DC 13 Str save or be pushed up to 15 ft. away from the firecracker and knocked prone." }, { "name": "Fire Blast", "desc": "Ranged Spell Attack: +4 to hit, 60 ft., one target, 12 (3d6+2) fire." }, { "name": "Combustion Wave (Recharge 5-6)", "desc": "The firecracker slams its massive hammer into the ground battering itself and its foes with fiery shockwave. Each creature within 20' of the firecracker including itself must make a DC 13 Con save taking 10 (3d6) fire and 10 (3d6) thunder on a failed save or half damage if made. Creatures behind cover have advantage on the save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dwarven Fleet Foot", "desc": "When the firecracker takes fire its speed increases by 10 ft. until the end of its next turn. In addition it can immediately reroll its initiative and choose to change its place in the initiative order in subsequent rounds to the result." }, { "name": "Siege Monster", "desc": "Double damage to objects/structures." } ], "spell_list": [], "page_no": 165, "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_dwarf-firecracker/" }, { "slug": "npc:-first-servant", "desc": "", "name": "Npc: First Servant", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 17, "armor_desc": "Armor of Foresight", "hit_points": 162, "hit_dice": "25d8+50", "speed": { "walk": 30 }, "strength": 12, "dexterity": 15, "constitution": 14, "intelligence": 15, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 8, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 19", "languages": "any three languages", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "Uses its Awe-Inspiring Presence. Then 3 Divine Bursts or 1 Blinding Rod and 2 Divine Bursts. It can replace one attack with Spellcasting." }, { "name": "Blinding Rod", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d6+1) bludgeoning damage + 13 (3d8) necrotic or radiant (the first servant's choice) and target must make DC 17 Con save or be blinded and deafened until end of its next turn." }, { "name": "Divine Burst", "desc": "Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) necrotic or radiant (the first servant's choice)." }, { "name": "Awe-Inspiring Presence", "desc": "Each creature of servant's choice within 30' of it and aware of it: DC 17 Wis save or unable to use bonus actions or reactions until start of servant's next turn." }, { "name": "Spellcasting", "desc": "Wis (DC 17): At will: bane protection from evil and good spare the dying thaumaturgy3/day ea: cure wounds (level 5) dispel evil and good divination speak with dead1/day ea: commune (as an action) holy aura resurrection" } ], "bonus_actions": [ { "name": "Healing Hands (Recharge 5-6)", "desc": "Touches a creature within 5 ft. of it: creature regains 14 (4d6) hp." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Armor of Foresight", "desc": "While it is wearing no armor and wielding no shield its AC includes its Dex and Wis modifiers (included above)." }, { "name": "Divine Weapons", "desc": "Its weapon attacks are magical. When it hits with any weapon deals extra 3d8 necrotic or radiant (included below) servant's choice." } ], "spell_list": [], "page_no": 407, "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_npc-first-servant/" }, { "slug": "trollkin-fire-shaman", "desc": "", "name": "Trollkin Fire Shaman", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "leather armor", "hit_points": 45, "hit_dice": "7d8+14", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 9, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60', passive Perception 15", "languages": "Common, Trollkin", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "Uses Mark Foe. Then two Hurl Flame attacks or three Staff attacks." }, { "name": "Staff", "desc": "Melee Weapon Attack: +2 to hit, 5 ft., one target, 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with 2 hands." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +5 to hit, 120 ft., one target, 8 (2d4+3) fire." }, { "name": "Mark Foe", "desc": "One creature shaman can see within 60' must make DC 13 Wis save or be wreathed in magical fire for 1 min. While wreathed it can't take the Hide action or become invisible. The next time creature takes damage it takes an extra 7 (2d6) fire and the magical fire ends." } ], "bonus_actions": null, "reactions": [ { "name": "Fiery Escape (2/Day)", "desc": "When shaman takes damage each creature within 5 ft. of it: DC 13 Dex save or take 7 (2d6) fire. Shaman is then wreathed in flames and teleports up to 30' to unoccupied space it can see." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Thick Skin", "desc": "Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)." } ], "spell_list": [], "page_no": 376, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_trollkin-fire-shaman/" }, { "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": "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": "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": "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": "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/" } ] }{ "count": 139, "next": "