Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /monsters/?ordering=dexterity_save&page=63
https://api.open5e.com/monsters/?ordering=dexterity_save&page=64", "previous": "https://api.open5e.com/monsters/?ordering=dexterity_save&page=62", "results": [ { "slug": "great-wyrm-white-dragon-a5e", "desc": "", "name": "Great Wyrm White Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 740, "hit_dice": "40d20+320", "speed": { "walk": 40, "burrow": 40, "fly": 80, "swim": 40 }, "strength": 26, "dexterity": 12, "constitution": 26, "intelligence": 10, "wisdom": 16, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 10, "perception": null, "skills": { "intimidation": 10, "perception": 10, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Common, Draconic", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Ice." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 9 (2d8) cold damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Spit Ice", "desc": "The dragon targets a creature within 60 feet forcing it to make a DC 23 Dexterity saving throw. On a failure the target takes 22 (4d10) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales a 90-foot cone of frost. Each creature in the area makes a DC 23 Constitution saving throw. On a failure it takes 66 (19d6) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 18 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." }, { "name": "Raging Storm (1/Day", "desc": "For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured, the ground is difficult terrain, and nonmagical flames are extinguished. The first time a creature other than the dragon moves on its turn while in the area, it must succeed on a DC 18 Dexterity saving throw or take 11 (2d10) cold damage and fall prone (or fall if it is flying)." } ], "special_abilities": [ { "name": "Cold Mastery", "desc": "The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 18 until it finishes a long rest." }, { "name": "Heart of Winter", "desc": "When the dragon is first bloodied, it immediately recharges its breath weapon, if its not already available. Additionally, the damage from the dragons Raging Storm is doubled." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 18). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm, 1/day each:control weather, wall of ice, reverse gravity" } ], "spell_list": [], "page_no": 121, "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_great-wyrm-white-dragon/" }, { "slug": "guardian-naga-a5e", "desc": "", "name": "Guardian Naga", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40, "swim": 40 }, "strength": 16, "dexterity": 18, "constitution": 16, "intelligence": 16, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": 7, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 8, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Abyssal, Celestial, Common", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success." }, { "name": "Spit Poison", "desc": "Melee Weapon Attack: +8 to hit, range 20/60 ft., one creature. Hit: The target makes a DC 15 Constitution saving throw taking 35 (10d6) poison damage on a failure or half damage on a success." }, { "name": "Command (1st-Level; V)", "desc": "One living creature within 60 feet that the naga can see and that can hear and understand it makes a DC 16 Wisdom saving throw. On a failure the target uses its next turn to move as far from the naga as possible avoiding hazardous terrain." }, { "name": "Hold Person (2nd-Level; V, Concentration)", "desc": "One humanoid the naga can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on a success." }, { "name": "Flame Strike (5th-Level; V)", "desc": "A column of divine flame fills a 10-foot-radius 40-foot-high cylinder within 60 feet. Creatures in the area make a DC 16 Dexterity saving throw taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failure or half damage on a success." } ], "bonus_actions": [ { "name": "Shapeshift", "desc": "The naga changes its form to that of a specific Medium humanoid, a Medium snake-human hybrid with the lower body of a snake, or its true form, which is a Large snake. While shapeshifted, its statistics are unchanged except for its size. It reverts to its true form if it dies." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The naga can breathe air and water." }, { "name": "Forbiddance", "desc": "The nagas lair is under the forbiddance spell. Until it is dispelled, creatures in the lair can't teleport or use planar travel. Fiends and undead that are not the nagas allies take 27 (5d10) radiant damage when they enter or start their turn in the lair." }, { "name": "Rejuvenation", "desc": "If it dies, the naga gains a new body in 1d6 days, regaining all its hit points. This trait can be removed with a wish spell." }, { "name": "Spellcasting", "desc": "The naga is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16). The naga has the following cleric spells prepared\n which it can cast with only vocalized components:\n Cantrips (at will): mending\n thaumaturgy\n 1st-level (4 slots): command\n cure wounds\n 2nd-level (3 slots): calm emotions\n hold person\n 3rd-level (3 slots) clairvoyance\n create food and water\n 4th-level (3 slots): divination\n freedom of movement\n 5th-level (2 slots): flame strike\n geas\n 6th-level (1 slot): forbiddance" } ], "spell_list": [], "page_no": 342, "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_guardian-naga/" }, { "slug": "kraken-a5e", "desc": "", "name": "Kraken", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 444, "hit_dice": "24d20+192", "speed": { "walk": 20, "swim": 60 }, "strength": 30, "dexterity": 10, "constitution": 26, "intelligence": 22, "wisdom": 18, "charisma": 18, "strength_save": 18, "dexterity_save": 8, "constitution_save": 16, "intelligence_save": 14, "wisdom_save": 12, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, thunder", "damage_immunities": "lightning; damage from nonmagical weapons", "condition_immunities": "", "senses": "truesight 120 ft., passive Perception 14", "languages": "understands Primordial but can't speak, telepathy 120 ft.", "challenge_rating": "25", "cr": 25.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken the target is swallowed. A swallowed creature is blinded and restrained its Speed is 0 it has total cover from attacks from outside the kraken and it takes 42 (12d6) acid damage at the start of each of the krakens turns." }, { "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature", "desc": "" }, { "name": "Ink Cloud", "desc": "While underwater the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success." }, { "name": "Summon Storm (1/Day)", "desc": "Over the next 10 minutes storm clouds magically gather. At the end of 10 minutes a storm rages for 1 hour in a 5-mile radius." }, { "name": "Lightning (Recharge 5-6)", "desc": "If the kraken is outside and the weather is stormy three lightning bolts crack down from the sky each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw taking 28 (8d6) lightning damage or half damage on a save." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target is grappled (escape DC 26). Until this grapple ends the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points but if 30 damage is dealt to the tentacle it releases a creature it is grappling. The kraken can grapple up to 10 creatures." }, { "name": "Fling", "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature that creature makes a DC 26 saving throw taking the same damage on a failure." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The kraken can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Tentacle", "desc": "The kraken makes one tentacle attack." }, { "name": "Fling", "desc": "The kraken uses Fling." }, { "name": "Squeeze (Costs 2 Actions)", "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing." } ], "special_abilities": [ { "name": "Immortal Nature", "desc": "The kraken doesnt require air, sustenance, or sleep." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle." }, { "name": "Magic Resistance", "desc": "The kraken has advantage on saving throws against spells and magical effects." }, { "name": "Siege Monster", "desc": "The kraken deals double damage to objects and structures." } ], "spell_list": [], "page_no": 300, "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_kraken/" }, { "slug": "titanic-kraken-a5e", "desc": "", "name": "Titanic Kraken", "size": "Titanic", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 888, "hit_dice": "48d20+384", "speed": { "walk": 20, "swim": 60 }, "strength": 30, "dexterity": 10, "constitution": 26, "intelligence": 22, "wisdom": 18, "charisma": 18, "strength_save": 18, "dexterity_save": 8, "constitution_save": 16, "intelligence_save": 14, "wisdom_save": 12, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, thunder", "damage_immunities": "lightning; damage from nonmagical weapons", "condition_immunities": "", "senses": "truesight 120 ft., passive Perception 14", "languages": "understands Primordial but can't speak, telepathy 120 ft.", "challenge_rating": "25", "cr": 25.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Huge or smaller creature grappled by the kraken the target is swallowed. A swallowed creature is blinded and restrained its Speed is 0 it has total cover from attacks from outside the kraken and it takes 42 (12d6) acid damage at the start of each of the krakens turns." }, { "name": "If a swallowed creature deals 50 or more damage to the kraken in a single turn, or if the kraken dies, the kraken vomits up the creature", "desc": "" }, { "name": "Ink Cloud", "desc": "While underwater the kraken exudes a cloud of ink in a 90-foot-radius sphere. The ink extends around corners and the area is heavily obscured until the end of the krakens next turn or until a strong current dissipates the cloud. Each non-kraken creature in the area when the cloud appears makes a DC 24 Constitution saving throw. On a failure it takes 27 (5d10) poison damage and is poisoned for 1 minute. On a success it takes half damage. A poisoned creature can repeat the saving throw at the end of each of its turns. ending the effect on a success." }, { "name": "Summon Storm (1/Day)", "desc": "Over the next 10 minutes storm clouds magically gather. At the end of 10 minutes a storm rages for 1 hour in a 5-mile radius." }, { "name": "Lightning (Recharge 5-6)", "desc": "If the kraken is outside and the weather is stormy three lightning bolts crack down from the sky each of which strikes a different target within 120 feet of the kraken. A target makes a DC 24 Dexterity saving throw taking 28 (8d6) lightning damage or half damage on a save." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target is grappled (escape DC 26). Until this grapple ends the target is restrained. A tentacle can be targeted individually by an attack. It shares the krakens hit points but if 30 damage is dealt to the tentacle it releases a creature it is grappling. The kraken can grapple up to 10 creatures." }, { "name": "Fling", "desc": "One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage. If the kraken throws the target at another creature that creature makes a DC 26 saving throw taking the same damage on a failure." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The kraken can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Tentacle", "desc": "The kraken makes one tentacle attack." }, { "name": "Fling", "desc": "The kraken uses Fling." }, { "name": "Squeeze (Costs 2 Actions)", "desc": "The kraken ends any magical effect that is restraining it or reducing its movement and then swims up to half its swim speed without provoking opportunity attacks. During this movement, it can fit through gaps as narrow as 10 feet wide without squeezing." } ], "special_abilities": [ { "name": "Immortal Nature", "desc": "The kraken doesnt require air, sustenance, or sleep." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the kraken fails a saving throw, it can choose to succeed instead. When it does so, it can use its reaction, if available, to attack with its tentacle." }, { "name": "Magic Resistance", "desc": "The kraken has advantage on saving throws against spells and magical effects." }, { "name": "Siege Monster", "desc": "The kraken deals double damage to objects and structures." }, { "name": "Bloodied Ichor", "desc": "While the Kraken is bloodied and in the water, black ichor leaks from it in a 60-foot radius, spreading around corners but not leaving the water. The area is lightly obscured to all creatures except the Kraken. A creature that starts its turn in the area takes 10 (3d6) acid damage." } ], "spell_list": [], "page_no": 301, "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_titanic-kraken/" }, { "slug": "vampire-a5e", "desc": "", "name": "Vampire", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." } ], "spell_list": [], "page_no": 418, "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_vampire/" }, { "slug": "vampire-assassin-a5e", "desc": "", "name": "Vampire Assassin", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." }, { "name": "Misty Stealth", "desc": "While in Mist Form in dim light or darkness, the vampire is invisible." }, { "name": "Sneak Attack (1/Turn)", "desc": "The vampire deals an extra 10 (3d6) damage when it hits with a weapon attack while it has advantage on the attack, or when its target is within 5 feet of an ally of the vampire while the vampire doesnt have disadvantage on the attack." } ], "spell_list": [], "page_no": 420, "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_vampire-assassin/" }, { "slug": "vampire-mage-a5e", "desc": "", "name": "Vampire Mage", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." }, { "name": "Fireball (3rd-Level; V, S, M)", "desc": "Fire streaks from the vampire to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success." }, { "name": "Blight (4th-Level; V, S)", "desc": "The vampire targets a living creature or plant within 30 feet draining moisture and vitality from it. The target makes a DC 15 Constitution saving throw taking 36 (8d8) necrotic damage on a failure or half damage on a success. Plant creatures have disadvantage on their saving throw and take maximum damage. A nonmagical plant dies." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." }, { "name": "Shield (1st-Level; V", "desc": "When the vampire is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of its next turn." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." }, { "name": "Spellcasting", "desc": "The vampire is a 7th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15). It has the following wizard spells prepared:\n Cantrips (at will): mage hand\n minor illusion\n 1st-level (4 slots): disguise self\n shield\n 2nd-level (3 slots): darkness\n misty step\n 3rd-level (3 slots): animate dead\n fireball\n 4th-level (1 slot): blight" } ], "spell_list": [], "page_no": 420, "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_vampire-mage/" }, { "slug": "vampire-warrior-a5e", "desc": "", "name": "Vampire Warrior", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 142, "hit_dice": "15d8+75", "speed": { "walk": 40, "climb": 30 }, "strength": 20, "dexterity": 18, "constitution": 20, "intelligence": 16, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": null, "skills": { "perception": 7, "persuasion": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Grab (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) necrotic damage. The target is grappled (escape DC 17) and restrained while grappled in this way." }, { "name": "Charm", "desc": "The vampire targets a creature within 30 feet forcing it to make a DC 16 Wisdom saving throw. On a failure the target is charmed by the vampire for 24 hours. While charmed it regards the vampire as a trusted friend and is a willing target for the vampires bite. The target repeats the saving throw each time it takes damage ending the effect on itself on a success. If the targets saving throw is successful or the effect ends for it it is immune to this vampires Charm for 24 hours." }, { "name": "Reaping Greatsword", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft. up to 3 targets. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. If the target is a creature it makes a DC 17 Strength saving throw falling prone on a failure." } ], "bonus_actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, willing, or unaware of the vampires presence. Hit: 10 (1d10 + 5) piercing damage plus 21 (6d6) necrotic damage. The targets hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies and rises the following night as a vampire spawn in the vampires thrall. Before the target first rises as a vampire spawn, a bless, gentle repose, or similar spell cast on the body prevents this transformation." } ], "reactions": [ { "name": "Hissing Scuttle (1/Day)", "desc": "When the vampire takes radiant damage, it moves up to its Speed without provoking opportunity attacks." }, { "name": "Warding Charm (1/Day)", "desc": "When a creature the vampire can see targets it with a melee attack but before the attack is made, the vampire uses Charm on that creature." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The vampire can take 1 legendary action", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Blood Charm", "desc": "The vampire uses Charm. A creature makes its initial saving throw with disadvantage if the vampire has hit it with a bite attack within the last 24 hours." }, { "name": "Grab", "desc": "The vampire makes a grab attack." }, { "name": "Mist Form", "desc": "The vampire transforms into a mist or back into its true form. As mist, the vampire has a flying speed of 30, can't speak, can't take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can't pass through water. Anything its carrying transforms with it." }, { "name": "Shapechange", "desc": "The vampire transforms into the shape of a Medium or smaller beast or back into its true form. While transformed, it has the beasts size and movement modes. It can't use reactions or legendary actions, and can't speak. Otherwise, it uses the vampires statistics. Anything its carrying transforms with it." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the vampire fails a saving throw, it can choose to succeed instead. When it does so, it visibly grows older. Its original appearance is restored when it finishes a long rest." }, { "name": "Misty Recovery", "desc": "When the vampire drops to 0 hit points, instead of falling unconscious, it turns into mist as if it had used the Mist Form legendary action. It can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to vampire form and is paralyzed for 1 hour, at which time it regains 1 hit point. While paralyzed in this way, it can be destroyed by fire damage, radiant damage, damage from a magical weapon, or a wooden stake driven through the heart, but it is otherwise immune to damage." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and hasnt taken radiant damage since its last turn." }, { "name": "Spider Climb", "desc": "The vampire can climb even on difficult surfaces and upside down on ceilings." }, { "name": "Vampire Weaknesses", "desc": "Vampires most common weaknesses are sunlight and running water. When the vampire ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, it can't use its Regeneration trait or its Mist Form or Shapechange actions." }, { "name": "Resting Place", "desc": "Every vampires lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless, hallow, or similar spell, the vampire is destroyed when reduced to 0 hit points." } ], "spell_list": [], "page_no": 421, "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_vampire-warrior/" }, { "slug": "crimson-mist", "desc": "", "name": "Crimson Mist", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 68, "hit_dice": "8d8+32", "speed": { "hover": true, "walk": 60 }, "strength": 17, "dexterity": 15, "constitution": 18, "intelligence": 3, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 2, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands all languages it knew as a vampire, but can't speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The mist moves up to its speed. While doing so, it can enter a Medium or smaller creature's space. When the mist enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mist. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.\n\nOn a failed save, the mist enters the creature's space, and the creature takes 15 (4d6) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 15 (4d6) necrotic damage at the start of each of the mist's turns. When the mist moves, the engulfed creature doesn't move with it, and is freed. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mist. A creature within 5 feet of the mist can take an action to pull a creature out of the mist. Doing so requires a DC 14 Strength check, and the creature making the attempt takes 14 (4d6) necrotic damage. The mist can only engulf one Medium or smaller creature at a time.", "name": "Engulf" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The crimson mist is weightless and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing.", "name": "Pseudocorporeal" }, { "desc": "Whenever the crimson mist deals necrotic damage to a living creature with blood in its body, the creature's hp maximum is reduced by the same amount and the mist regains hp equal to half the necrotic damage dealt. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.", "name": "Sanguine Feast" }, { "desc": "The crimson mist has the following flaws:\nForbiddance. The crimson mist can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The crimson mist takes 20 force damage if it ends its turn above or within running water.\nSunlight Hypersensitivity. The crimson mist takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", "name": "Vampire Weaknesses" } ], "spell_list": [], "page_no": 67, "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_crimson-mist/" }, { "slug": "fey-drake", "desc": "", "name": "Fey Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "fly": 80, "walk": 20 }, "strength": 6, "dexterity": 20, "constitution": 15, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "arcana": 5, "deception": 7, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 16", "languages": "Common, Draconic, Sylvan, telepathy 120 ft.", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The fey drake makes three bite attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d4+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 hour.", "name": "Bite" }, { "desc": "The drake breaths a plume of purple gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature can't take bonus actions or reactions, and it makes all Intelligence, Wisdom, and Charisma skill checks and saving throws with disadvantage.", "name": "Bewildering Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The fey drake has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "As a bonus action, the fey drake can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it.", "name": "Superior Invisibility" }, { "desc": "The fey drake's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The fey drake can innately cast the following spells, requiring no material components\nAt will: charm person, color spray, grease\n3/day each: hypnotic pattern, locate creature, suggestion\n1/day each: dominate person, polymorph", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 130, "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_fey-drake/" }, { "slug": "ghost-dragon", "desc": "", "name": "Ghost Dragon", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 14, "armor_desc": null, "hit_points": 126, "hit_dice": "23d10", "speed": { "fly": 60, "walk": 0 }, "strength": 10, "dexterity": 19, "constitution": 10, "intelligence": 14, "wisdom": 16, "charisma": 19, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 17", "languages": "any languages it knew in life", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ghost dragon makes one claw attack and one withering bite attack.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "name": "Claw" }, { "attack_bonus": 8, "damage_dice": "2d10+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage.", "name": "Withering Bite" }, { "desc": "The ghost dragon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.", "name": "Etherealness" }, { "desc": "The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16 Wisdom saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is frightened for 1 minute. On a success, it takes half the damage and isn't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Horrifying Breath (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.", "name": "Ethereal Sight" }, { "desc": "The ghost dragon 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": "Incorporeal Movement" } ], "spell_list": [], "page_no": 170, "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_ghost-dragon/" }, { "slug": "ichneumon", "desc": "", "name": "Ichneumon", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor; 18 with Mud Armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "walk": 50 }, "strength": 22, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": 8, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": { "acrobatics": 8, "athletics": 10, "stealth": 8, "survival": 6 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "-", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The ichneumon makes three attacks: two with its bite and one with its claws.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "4d6+6", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ichneumon can't use its bite on another target.", "name": "Bite" }, { "attack_bonus": 10, "damage_dice": "3d6+6", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.", "name": "Claws" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ichneumon is immune to a dragon's Frightful Presence and has advantage on saving throws against the breath weapons of dragons.", "name": "Draconic Predator" }, { "desc": "If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ichneumon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The ichneumon has advantage on Wisdom (Perception) checks that rely on hearing or smell.", "name": "Keen Hearing and Smell" }, { "desc": "If the ichneumon spends an hour applying mud to itself, it can increase its AC by 2 for 8 hours.", "name": "Mud Armor" } ], "spell_list": [], "page_no": 224, "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_ichneumon/" }, { "slug": "king-kobold", "desc": "", "name": "King Kobold", "size": "Small", "type": "Humanoid", "subtype": "kobold", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "18 with mage armor", "hit_points": 112, "hit_dice": "25d6+25", "speed": { "walk": 30 }, "strength": 8, "dexterity": 20, "constitution": 12, "intelligence": 14, "wisdom": 14, "charisma": 15, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 5, "insight": 8, "intimidation": 8, "persuasion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "desc": "The king kobold makes two shortsword attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d6+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "name": "Shortsword" }, { "attack_bonus": 8, "damage_dice": "1d6+5", "desc": "Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.", "name": "Hand Crossbow" } ], "bonus_actions": null, "reactions": [ { "desc": "The king kobold halves the damage from one attack that hits it. To do so, it must see the attacker.", "name": "Uncanny Dodge" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "On each of its turns, the king kobold can use a bonus action to take the Dash, Disengage, or Hide action.", "name": "Cunning Action" }, { "desc": "If the king kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the king instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The king has advantage on attack rolls against a creature if at least one of the king's allies is within 5 feet of the creature and the ally isn't incapacitated.", "name": "Pack Tactics" }, { "desc": "The king kobold deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the king that isn't incapacitated and the king doesn't have disadvantage on the attack roll.", "name": "Sneak Attack (1/Turn)" }, { "desc": "While in sunlight, the king has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The king kobold is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): fire bolt, mage hand, minor illusion, poison spray\n1st level (4 slots): alarm, grease, mage armor\n2nd level (3 slots): alter self, hold person, invisibility", "name": "Spellcasting" } ], "spell_list": [], "page_no": 162, "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_king-kobold/" }, { "slug": "lotus-golem", "desc": "", "name": "Lotus Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": null, "hit_points": 82, "hit_dice": "11d10+22", "speed": { "walk": 30 }, "strength": 14, "dexterity": 19, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 4, "strength_save": 6, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "athletics": 6, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine", "damage_immunities": "cold, fire, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 19", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The lotus golem makes two arcane water attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d12+2", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.", "name": "Arcane Water" } ], "bonus_actions": null, "reactions": [ { "desc": "When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.", "name": "Arcane Absorption" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.", "name": "Arcane Pool" }, { "desc": "The golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The golem's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.", "name": "Water Walker" } ], "spell_list": [], "page_no": 201, "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_lotus-golem/" }, { "slug": "ningyo", "desc": "", "name": "Ningyo", "size": "Small", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": null, "hit_points": 77, "hit_dice": "14d6+28", "speed": { "fly": 60, "swim": 60, "walk": 0 }, "strength": 8, "dexterity": 21, "constitution": 15, "intelligence": 14, "wisdom": 11, "charisma": 7, "strength_save": 2, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "deception": 1, "insight": 3, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, necrotic, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Aquan, Common, Deep Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The ningyo makes four barbed tentacle attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d6+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 5 (1d10) poison damage.", "name": "Barbed Tentacle" } ], "bonus_actions": null, "reactions": [ { "desc": "When the ningyo takes damage, it can choose to take half the damage instead. The ningyo then chooses a creature within 60 feet. The target must succeed on a DC 15 Constitution saving throw or have disadvantage until the end of its next turn as it is wracked with the pain of the attack.", "name": "Share Pain" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The ningyo can breathe only underwater and can hold its breath for 1 hour.", "name": "Aquatic" }, { "desc": "When a creature that the ningyo can see attacks the ningyo and misses, the attack is automatically redirected against another creature within 5 feet of the ningyo or the attacker. This attack uses the same attack roll.", "name": "Curse of Ill Fortune" } ], "spell_list": [], "page_no": 278, "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_ningyo/" }, { "slug": "pact-lich", "desc": "", "name": "Pact Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d8+78", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 8, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, necrotic", "damage_immunities": "poison; bludgeoning, piercing and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "truesight 120 ft., passive Perception 12", "languages": "any languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "desc": "The pact lich makes four enhanced eldritch blast attacks.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "3d6", "desc": "Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Maddening Touch" }, { "attack_bonus": 10, "damage_dice": "1d10+5", "desc": "Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.", "name": "Enhanced Eldritch Blast" }, { "desc": "The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.", "name": "Hurl Through Hell (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The pact lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The lich casts a spell it can cast at will.", "name": "At Will Spell" }, { "desc": "The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.", "name": "Fiendish Resilience" }, { "desc": "The pact lich uses its Maddening Touch.", "name": "Maddening Touch (Costs 2 Actions)" }, { "desc": "The lich entreats its patron for aid, regaining all expended spells.", "name": "Eldritch Master (Costs 3 Actions, 1/Day)" } ], "special_abilities": [ { "desc": "If the pact lich fails a saving throw, it can choose to succeed instead.", "name": "Legendary Resistance (3/Day)" }, { "desc": "As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.", "name": "One With Shadows" }, { "desc": "When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.", "name": "Patron's Blessing" }, { "desc": "If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.", "name": "Pact Rejuvenation" }, { "desc": "The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 152, "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_pact-lich/" }, { "slug": "shadow-fey-ambassador", "desc": "", "name": "Shadow Fey Ambassador", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 30 }, "strength": 13, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "arcana": 7, "deception": 13, "insight": 7, "intimidation": 9, "perception": 7, "persuasion": 13 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Common, Elvish, Umbral", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The ambassador uses its Withering Stare. It then makes three rapier attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.", "name": "Rapier" }, { "desc": "The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.", "name": "Honeyed Words (Recharges after a Long Rest)" }, { "desc": "The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.", "name": "Withering Stare" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.", "name": "Fey Ancestry" }, { "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.", "name": "Shadow Traveler (5/Day)" }, { "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.", "name": "Traveler in Darkness" } ], "spell_list": [], "page_no": 145, "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_shadow-fey-ambassador/" }, { "slug": "shadow-fey-poisoner", "desc": "", "name": "Shadow Fey Poisoner", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 11, "dexterity": 18, "constitution": 16, "intelligence": 13, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "acrobatics": 8, "deception": 6, "perception": 4, "persuasion": 6, "stealth": 12 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 14", "languages": "Common, Elvish", "challenge_rating": "11", "cr": 11.0, "actions": [ { "desc": "The shadow fey poisoner makes two shortsword attacks or two longbow attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Shortsword" }, { "attack_bonus": 8, "damage_dice": "1d8+4", "desc": "Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.", "name": "Longbow" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "During its first turn, the shadow fey has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the poisoner scores against a surprised creature is a critical hit.", "name": "Assassinate" }, { "desc": "When in dim light or darkness, the shadow fey poisoner is invisible.", "name": "Born of Shadows" }, { "desc": "If the shadow fey poisoner is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the poisoner instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.", "name": "Fey Ancestry" }, { "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.", "name": "Shadow Traveler (4/Day)" }, { "desc": "The shadow fey poisoner deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll; or when the target is within 5 feet of an ally of the poisoner, that ally isn't incapacitated, and the poisoner doesn't have disadvantage on the attack roll.", "name": "Sneak Attack (1/Turn)" }, { "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.", "name": "Traveler in Darkness" } ], "spell_list": [], "page_no": 148, "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_shadow-fey-poisoner/" }, { "slug": "vampire-patrician", "desc": "", "name": "Vampire Patrician", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30 }, "strength": 15, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 9, "perception": 5, "skills": { "deception": 9, "intimidation": 9, "perception": 5, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "the languages it knew in life", "challenge_rating": "10", "cr": 10.0, "actions": [ { "desc": "The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.", "name": "Rapier" }, { "attack_bonus": 8, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.", "name": "Bite" }, { "desc": "The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.", "name": "Bone-Chilling Gaze" }, { "desc": "The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.", "name": "Release the Hounds! (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).", "name": "Cruel Combatant" }, { "desc": "When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.", "name": "Misty Escape" }, { "desc": "The vampire patrician can ignore the effects of sunlight for up to 1 minute.", "name": "Noble Resilience (Recharges after a Long Rest)" }, { "desc": "The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.", "name": "Regeneration" }, { "desc": "The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", "name": "Spider Climb" }, { "desc": "The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", "name": "Vampire Weaknesses" } ], "spell_list": [], "page_no": 365, "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_vampire-patrician/" }, { "slug": "xiphus", "desc": "", "name": "Xiphus", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 55, "hit_dice": "10d6+20", "speed": { "walk": 50 }, "strength": 14, "dexterity": 21, "constitution": 15, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "acrobatics": 8, "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The xiphus makes three hidden dagger attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d4+5", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) lightning damage.", "name": "Hidden Dagger" } ], "bonus_actions": null, "reactions": [ { "desc": "If damage is dealt to a xiphus that would kill it, it can attempt to temporarily borrow time from another creature to avoid death. One creature the xiphus can see within 30 feet of it must succeed on a DC 16 Constitution saving throw or take 10 (3d6) necrotic damage, and the xiphus regains hp equal to the damage taken. The target is stable and doesn't die if this effect reduces its hp to 0. After 2 rounds, the xiphus takes necrotic damage, and the target regains hp, equal to the original amount borrowed.", "name": "Borrowed Time (Recharges after a Short or Long Rest)" } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the xiphus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the xiphus instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.", "name": "Evasion" }, { "desc": "Whenever the xiphus is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt.", "name": "Lightning Absorption" }, { "desc": "As a bonus action, a xiphus chooses one creature it can see. The xiphus' clockwork heart vibrates rapidly, bending time to give the xiphus the upper hand against its chosen target. The xiphus chooses whether to have advantage on its attacks against that target or on saving throws against spells cast by the target until the start of the xiphus' next turn.", "name": "Siphon Time (Recharge 5-6)" }, { "desc": "The movements of a xiphus are so swift that it is almost invisible when in motion. If the xiphus moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the xiphus is incapacitated or restrained.", "name": "Startling Speed" } ], "spell_list": [], "page_no": 388, "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_xiphus/" }, { "slug": "ancient_gold_dragon_bf", "desc": "", "name": "Ancient Gold Dragon", "size": "gargantuan", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 382, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 30, "dexterity": 28, "constitution": 42, "intelligence": 20, "wisdom": 36, "charisma": 34, "strength_save": 10, "dexterity_save": 9, "constitution_save": 16, "intelligence_save": 5, "wisdom_save": 13, "charisma_save": 12, "perception": 30, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 60 ft.", "languages": "Common,Draconic", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Weakening Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 15 ft., one target. _Hit:_ 21 (2d10+10) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 10 ft., one target. _Hit:_ 17 (2d6+10) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +17 to hit, reach 20 ft., one target. _Hit:_ 19 (2d8+10) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 WIS save or be frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 DEX save, taking 110 (20d10) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Weakening Breath (Recharge 6)", "desc": "As the **gold dragon wyrmling**, except it is a 90-foot cone, and the save DC is 24." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its Legendary Resistance trait and its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon automatically detects every creature and trap within 30 feet of it, pinpointing the current location of each." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Elemental Roar (Costs 2 Actions)", "desc": "The dragon roars at up to two creatures of its choice within 120 feet of it. Each target must succeed on a DC 20 CHA save or be vulnerable to fire damage until the end of its next turn. A target resistant to fire damage isn't resistant to it for the duration. A target immune to fire damage is still immune to it, even if the target fails the save." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 DEX save or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Golden Splendor", "desc": "As the **young gold dragon**, except it affects creatures within 30 feet of the dragon, and the save DC is 24." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a save, it can choose to succeed instead." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ancient-gold-dragon/" }, { "slug": "vampire_bf", "desc": "", "name": "Vampire", "size": "medium", "type": "Undead", "subtype": "Shapechanger", "group": "Vampires", "alignment": "", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 177, "hit_dice": "", "speed": { "walk": 30, "climb": 30, "fly": 30, "swim": 20 }, "strength": 18, "dexterity": 28, "constitution": 18, "intelligence": 16, "wisdom": 24, "charisma": 28, "strength_save": 4, "dexterity_save": 9, "constitution_save": 4, "intelligence_save": 3, "wisdom_save": 7, "charisma_save": 9, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed", "damage_immunities": "Vampiric Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The vampire can use Charm. It then makes three Bite or Claw attacks. It can replace one attack with a Draining Bite attack. If two Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 17)." }, { "name": "Bite (Bat, Rat, or Wolf Form Only)", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage plus 14 (4d6) necrotic damage." }, { "name": "Claw (Vampire Form Only)", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage." }, { "name": "Draining Bite (Bat or Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 9 (2d4+4) piercing damage plus 14 (4d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0. A Humanoid slain in this way and then fed at least one drop of the vampire's blood rises the following night as a **vampire spawn** under the vampire's control." }, { "name": "Charm (Vampire Form Only)", "desc": "One Humanoid the vampire can see within 30 feet of it must succeed on a DC 17 WIS save or be magically charmed for 1 day, until the vampire dies, or until the vampire takes a bonus action to end the effect. The charmed target obeys the vampire's verbal commands and is a willing target for the vampire's Draining Bite attack. If the target suffers any harm or receives a suicidal command, it can repeat the save, ending the effect on itself on a success.<br>The vampire can have up to two creatures charmed in this way at a time. If it charms a third, the effect on the first target ends." }, { "name": "Children of the Night", "desc": "The vampire magically calls 2d4 **swarms of bats** or **rats**, provided that the sun isn't up. While outdoors, the vampire can call 3d6 **wolves** instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. The vampire can have any number of such Beasts under its control at one time, provided the combined total CR of the Beasts is no higher than 4." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The vampire transforms into a Tiny bat, Tiny rat, Medium wolf, or back into its true form, which is Undead. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing transforms with it, but anything it is carrying doesn't transform with it. It reverts to its true form if it dies." }, { "name": "Mist Form", "desc": "The vampire transforms into a Medium cloud of mist or back into its true form, which is Undead. While in mist form, it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on STR, DEX, and CON saves, and it is immune to all nonmagical damage, except the damage it takes from sunlight." } ], "reactions": [], "legendary_desc": "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks." }, { "name": "Call Children (Costs 2 Actions)", "desc": "The vampire uses Children of the Night." }, { "name": "Excessive Bleeding (Costs 2 Actions)", "desc": "Each creature within 15 feet of the vampire that doesn't have all its HP must succeed on a DC 17 CON save or lose 14 (4d6) HP as its wounds bleed profusely. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed this save." } ], "special_abilities": [ { "name": "Hungry Dead Nature", "desc": "The vampire doesn't require air or sleep. In addition, it must consume at least 80 ounces of blood (approximately half the blood in a Medium Humanoid's body) every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the vampire can't remove levels of exhaustion until it consumes at least 160 ounces of blood." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a save, it can choose to succeed instead." }, { "name": "Misty Escape", "desc": "When it drops to 0 HP outside its resting place, the vampire transforms into a cloud of mist (as in the Mist Form bonus action) instead of falling unconscious, provided it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 HP in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 HP. After spending 1 hour in its resting place with 0 HP, it regains 1 HP." }, { "name": "Regeneration", "desc": "The vampire regains 20 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Resting Place", "desc": "The vampire has a coffin, grave, sarcophagus, or similar location just large enough for it to lie down designated as its resting place. While in its resting place, the vampire doesn't suffer exhaustion levels from starvation and has keensense out to a range of 120 feet." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\n- **Forbiddance.** The vampire can't enter a residence without an invitation from one of the occupants.\n- **Harmed by Running Water.** The vampire takes 20 acid damage if it ends its turn in running water." }, { "name": "Stake to the Heart", "desc": "If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed." }, { "name": "Sunlight Hypersensitivity", "desc": "The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." }, { "name": "Vampiric Resilience", "desc": "The vampire is immune to exhaustion." } ], "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_vampire/" }, { "slug": "ancient-black-dragon", "desc": "", "name": "Ancient Black Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "Black Dragon", "alignment": "chaotic evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 367, "hit_dice": "21d20+147", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 27, "dexterity": 14, "constitution": 25, "intelligence": 16, "wisdom": 15, "charisma": 19, "strength_save": null, "dexterity_save": 9, "constitution_save": 14, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 11, "perception": 16, "skills": { "perception": 16, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 26", "languages": "Common, Draconic", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.", "attack_bonus": 15, "damage_dice": "2d10+2d8", "damage_bonus": 8 }, { "name": "Claw", "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 15, "damage_dice": "2d6", "damage_bonus": 8 }, { "name": "Tail", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 15, "damage_dice": "2d8", "damage_bonus": 8 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 280, "environments": [ "Swamp" ], "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_ancient-black-dragon/" }, { "slug": "ancient-gold-dragon", "desc": "", "name": "Ancient Gold Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "Gold Dragon", "alignment": "lawful good", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 546, "hit_dice": "28d20+252", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 30, "dexterity": 14, "constitution": 29, "intelligence": 18, "wisdom": 17, "charisma": 28, "strength_save": null, "dexterity_save": 9, "constitution_save": 16, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 16, "perception": 17, "skills": { "insight": 10, "perception": 17, "persuasion": 16, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.", "attack_bonus": 17, "damage_dice": "2d10", "damage_bonus": 10 }, { "name": "Claw", "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.", "attack_bonus": 17, "damage_dice": "2d6", "damage_bonus": 10 }, { "name": "Tail", "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.", "attack_bonus": 17, "damage_dice": "2d8", "damage_bonus": 10 }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 0, "damage_dice": "13d10" }, { "name": "Change Shape", "desc": "The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).\nIn a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 298, "environments": [ "Astral Plane", "Grassland", "Water", "Ruin", "Forest" ], "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_ancient-gold-dragon/" }, { "slug": "vampire", "desc": "", "name": "Vampire", "size": "Medium", "type": "Undead", "subtype": "shapechanger", "group": "Vampires", "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack (Vampire Form Only)", "desc": "The vampire makes two attacks, only one of which can be a bite attack." }, { "name": "Unarmed Strike (Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).", "attack_bonus": 9, "damage_dice": "1d8", "damage_bonus": 4 }, { "name": "Bite (Bat or Vampire Form Only)", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.", "attack_bonus": 9, "damage_dice": "1d6+3d6", "damage_bonus": 4 }, { "name": "Charm", "desc": "The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.\nEach time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect." }, { "name": "Children of the Night (1/Day)", "desc": "The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks." }, { "name": "Unarmed Strike", "desc": "The vampire makes one unarmed strike." }, { "name": "Bite (Costs 2 Actions)", "desc": "The vampire makes one bite attack." } ], "special_abilities": [ { "name": "Shapechanger", "desc": "If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.\nWhile in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.\nWhile in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a saving throw, it can choose to succeed instead." }, { "name": "Misty Escape", "desc": "When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.\nWhile it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point." }, { "name": "Regeneration", "desc": "The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 352, "environments": [ "Urban", "Mountains", "Forest", "Ruin", "Tomb", "Hills", "Shadowfell", "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_vampire/" }, { "slug": "adult-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Adult Mithral Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "walk": 40, "fly": 80 }, "strength": 27, "dexterity": 18, "constitution": 21, "intelligence": 20, "wisdom": 21, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": 10, "wisdom_save": 10, "charisma_save": 10, "perception": 10, "skills": { "athletics": 13, "history": 10, "insight": 10, "perception": 10, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: dispel magic, enhance ability" }, { "name": "Spellcasting", "desc": "the dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy" } ], "spell_list": [], "page_no": 133, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-mithral-dragon/" }, { "slug": "ancient-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Ancient Flame Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 481, "hit_dice": "26d20+208", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 23, "dexterity": 14, "constitution": 27, "intelligence": 19, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 9, "constitution_save": 15, "intelligence_save": 10, "wisdom_save": null, "charisma_save": 13, "perception": 17, "skills": { "deception": 13, "insight": 10, "perception": 17, "persuasion": 13, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Shifting Flames", "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." }, { "name": "Flame Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\n- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can't stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n\n- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies." }, { "name": "Regional Effects", "desc": "the region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n\n- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n\n- Sulfur geysers form in and around the dragon's lair. Some of them erupt only once an hour, so they're spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n\nif the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are." } ], "spell_list": [], "page_no": 128, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-flame-dragon/" }, { "slug": "ancient-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Ancient Mithral Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "17d20+119", "speed": { "walk": 40, "fly": 80 }, "strength": 29, "dexterity": 16, "constitution": 25, "intelligence": 24, "wisdom": 25, "charisma": 24, "strength_save": null, "dexterity_save": 9, "constitution_save": 13, "intelligence_save": 13, "wisdom_save": 13, "charisma_save": 13, "perception": 13, "skills": { "athletics": 15, "history": 13, "insight": 13, "intimidation": 13, "perception": 13, "persuasion": 13 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 15, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.", "attack_bonus": 15, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 15, "damage_dice": "2d10" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: counterspell, dispel magic, enhance ability" }, { "name": "Mithral Shards", "desc": "Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled." }, { "name": "Spellcasting", "desc": "the dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy\n\n4th level (3 slots): dimension door, stoneskin, wall of fire\n\n5th level (2 slots): polymorph, teleportation circle\n\n6th level (1 slot): guards and wards\n\n7th level (1 slot): forcecage\n\n8th level (1 slot): antimagic field" } ], "spell_list": [], "page_no": 132, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ancient-mithral-dragon/" }, { "slug": "bonepowder-ghoul", "desc": "_Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy._ \n**Starved Into Dust.** The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. \n**Mocking and Hateful.** Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles. \n**Whispering Voices.** Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check.", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d6+104", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 6, "skills": { "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Gravedust", "desc": "A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever." }, { "name": "Whirlwind (Recharge 5-6)", "desc": "A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Coalesce", "desc": "Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." }, { "name": "Innate Spellcasting", "desc": "the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: chill touch, darkness, dispel magic, ray of enfeeblement\n\n3/day: blindness/deafness, circle of death (7th level; 10d6)\n\n1/day: finger of death" } ], "spell_list": [], "page_no": 221, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_bonepowder-ghoul/" }, { "slug": "chort-devil", "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._ \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8+120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 9, "skills": { "athletics": 11, "deception": 9, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.", "attack_bonus": 11, "damage_dice": "2d4" }, { "name": "Flaming Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d10" }, { "name": "Devilish Weapons", "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste" } ], "spell_list": [], "page_no": 104, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_chort-devil/" }, { "slug": "gnarljak", "desc": "_A gnarljak looks like a bear trap springs sprung to clacking life and ready to tear flesh apart._ \n**Hopping Motion.** All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things. \n**Endless Snapping.** Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again. \n**Defensive Traps.** Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes quite dangerous to their owners as well. Certain monsters such as redcaps and shadow fey use gnarljak’s with some regularity, and gnomes are very fond of making them part of a standard tunnel defense.", "name": "Gnarljak", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "", "hit_points": 63, "hit_dice": "14d6+14", "speed": { "walk": 30 }, "strength": 13, "dexterity": 22, "constitution": 11, "intelligence": 2, "wisdom": 14, "charisma": 1, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 30 ft., passive Perception 15", "languages": "-", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Gnaw", "desc": "When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 229, "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_gnarljak/" }, { "slug": "mask-wight", "desc": "_The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face._ \n**Children of Fiends.** Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. \n**Rites of Annihilation.** To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. \nWhen they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. \n**Ready for Betrayal.** Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8+126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Common, Giant, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.", "attack_bonus": 11, "damage_dice": "3d8" }, { "name": "Enervating Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated-the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: alter self\n\n1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues\n\n1/week: gate" }, { "name": "Single-minded Purpose", "desc": "The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself." } ], "spell_list": [], "page_no": 285, "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_mask-wight/" }, { "slug": "psoglav-demon", "desc": "", "name": "Psoglav Demon", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 40, "fly": 60 }, "strength": 21, "dexterity": 23, "constitution": 20, "intelligence": 16, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": 6, "skills": { "acrobatics": 9, "intimidation": 7, "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16", "languages": "Common, Infernal; telepathy 60 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The psoglav demon makes three bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).", "attack_bonus": 8, "damage_dice": "2d12" }, { "name": "Shadow Stealing Ray (Recharge 5-6)", "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility" }, { "name": "Magic Weapon", "desc": "The psoglav's weapon attacks are magical." }, { "name": "Shadow Door (4/Day)", "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet." } ], "spell_list": [], "page_no": 79, "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_psoglav-demon/" }, { "slug": "slow-storm", "desc": "_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._ \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain. \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm. \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack. \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.", "name": "Slow Storm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 19, "armor_desc": "", "hit_points": 225, "hit_dice": "18d12+108", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 20, "dexterity": 19, "constitution": 22, "intelligence": 11, "wisdom": 16, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire", "damage_immunities": "lightning", "condition_immunities": "prone", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 13", "languages": "Common, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.", "attack_bonus": 10, "damage_dice": "4d12" }, { "name": "Static Shock (Recharge 5-6)", "desc": "The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Wrack", "desc": "When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity." }, { "name": "Innate Spellcasting", "desc": "the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning" }, { "name": "Storm Form", "desc": "A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind." } ], "spell_list": [], "page_no": 353, "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_slow-storm/" }, { "slug": "soul-eater", "desc": "_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._ \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them. \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit. \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.", "name": "Soul Eater", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "", "hit_points": 104, "hit_dice": "16d8+32", "speed": { "walk": 30, "fly": 100 }, "strength": 13, "dexterity": 22, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 3, "skills": { "intimidation": 3, "perception": 3, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Infernal", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The soul eater makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Soul Drain", "desc": "If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Caster Link", "desc": "When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer." }, { "name": "Find Target", "desc": "When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name." } ], "spell_list": [], "page_no": 356, "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_soul-eater/" }, { "slug": "stuhac", "desc": "_This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone._ \n**Feigns Weakness.** Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament. \n**Hideous Garments.** The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. \nStuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords. \n**Devour Victims.** Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence. \nBecause female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind.", "name": "Stuhac", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 190, "hit_dice": "20d8+100", "speed": { "walk": 40, "climb": 40 }, "strength": 22, "dexterity": 18, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 15, "strength_save": 11, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": { "deception": 12 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire; bludgeoning and piercing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal; telepathy 100 ft.", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.", "attack_bonus": 11, "damage_dice": "4d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.", "attack_bonus": 11, "damage_dice": "5d8" }, { "name": "Hobble", "desc": "A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mountain Stride", "desc": "Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance." }, { "name": "Powerful Leap", "desc": "The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start." }, { "name": "Shapechanger", "desc": "The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form." } ], "spell_list": [], "page_no": 370, "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_stuhac/" }, { "slug": "vampire-warlock-variant", "desc": "", "name": "Vampire Warlock - Variant", "size": "Medium", "type": "Undead", "subtype": "shapechanger", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic, bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Bloody Arms", "desc": "The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage." }, { "name": "Call the Blood", "desc": "The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0." }, { "name": "Blood Puppet", "desc": "The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect." }, { "name": "Children of Hell (1/Day)", "desc": "The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "Misty Step. The vampire warlock uses misty step.", "legendary_actions": [ { "name": "Unarmed Strike", "desc": "The vampire warlock makes one unarmed strike." }, { "name": "Call the Blood (Costs 2 Actions).", "desc": "The vampire warlock uses call the blood." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.\n\nat will: darkness, dominate person, invisibility, misty step\n\n1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster" } ], "spell_list": [], "page_no": 425, "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_vampire-warlock-variant/" }, { "slug": "young-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Young Mithral Dragon", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 92, "hit_dice": "16d8+20", "speed": { "walk": 50, "fly": 60 }, "strength": 13, "dexterity": 22, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 9, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 5, "skills": { "acrobatics": 6, "insight": 5, "perception": 5, "persuasion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 15", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n3/day: enhance ability" } ], "spell_list": [], "page_no": 134, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-mithral-dragon/" }, { "slug": "ancient-imperial-dragon", "desc": "The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._ \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License", "name": "Ancient Imperial Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 546, "hit_dice": "28d20+252", "speed": { "swim": 40, "walk": 40, "fly": 80 }, "strength": 30, "dexterity": 12, "constitution": 29, "intelligence": 20, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": 17, "intelligence_save": null, "wisdom_save": 12, "charisma_save": 13, "perception": 20, "skills": { "arcana": 13, "history": 13, "insight": 12, "perception": 20, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 30", "languages": "all", "challenge_rating": "26", "cr": 26.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Mesmerizing Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.", "attack_bonus": 18, "damage_dice": "2d10+10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.", "attack_bonus": 18, "damage_dice": "2d6+10" }, { "name": "Tail", "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.", "attack_bonus": 18, "damage_dice": "2d8+10" }, { "name": "Mesmerizing Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become charmed by the dragon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Mesmerizing Presence for the next 24 hours." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one." }, { "name": "Change Shape", "desc": "The imperial dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hp, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\n\nThe dragon can choose to transform only part of its body with this action, allowing it to sprout rabbit-like ears or a humanoid head. These changes are purely cosmetic and don't alter statistics." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Cast a Spell (Costs 3 Actions)", "desc": "The dragon casts a spell from its list of innate spells, consuming a use of the spell as normal." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Truespeak", "desc": "The dragon can communicate with any living creature as if they shared a language." }, { "name": "Innate Spellcasting", "desc": "The imperial dragon's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components.\nAt will: control water, fog cloud, gust of wind, stinking cloud\n3/day each: cloudkill, control weather\n1/day each: legend lore, storm of vengeance" } ], "spell_list": [], "page_no": 117, "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_ancient-imperial-dragon/" }, { "slug": "derendian-moth-abomination", "desc": "The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal._ \n**Cursed Origins.** A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadow-touched trees of the forest.", "name": "Derendian Moth Abomination", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 210, "hit_dice": "20d12+80", "speed": { "walk": 30, "fly": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 16, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, necrotic", "condition_immunities": "frightened", "senses": "darkvision 120 ft., passive Perception 16", "languages": "—", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "1d8+1" }, { "name": "Beak", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Wings of the Primal Tender (1/Day)", "desc": "The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.", "legendary_actions": [ { "name": "Detect", "desc": "The abomination makes a Perception check." }, { "name": "Pursue", "desc": "The abomination moves its flying speed." }, { "name": "Lay Eggs (Costs 2 Actions)", "desc": "The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies." } ], "special_abilities": [ { "name": "Antennae", "desc": "The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Assimilation", "desc": "The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the Derendian moth abomination fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Weapons", "desc": "The Derendian moth abomination's weapon attacks are magical." }, { "name": "Unbound", "desc": "The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained." } ], "spell_list": [], "page_no": 96, "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_derendian-moth-abomination/" }, { "slug": "dimensional-shambler", "desc": "The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself._ \nSolitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable. \n**Disturbing Form.** The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure. \n**Unknown Origins.** The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.", "name": "Dimensional Shambler", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d10+36", "speed": { "walk": 30 }, "strength": 22, "dexterity": 21, "constitution": 17, "intelligence": 21, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": 9, "constitution_save": 7, "intelligence_save": 9, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "arcana": 9, "athletics": 10, "perception": 7, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Infernal, Void Speech", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "A dimensional shambler makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 16)." }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d10+6" }, { "name": "Drag Through", "desc": "The dimensional shambler shifts through multiple dimensions with a target it is grappling, ending in the same dimension it began. The creature must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Look Between", "desc": "As a bonus action, the dimensional shambler can see 60 feet into any of the Lower Planes when it is on the Material Plane, and vice versa. This sight lasts until the beginning of its next turn. During this time, the dimensional shambler is deaf and blind with regard to its own senses in its current plane." }, { "name": "Maddening Form", "desc": "When a creature that can see the dimensional shambler starts its turn within 30 feet of the dimensional shambler, the dimensional shambler can force it to make a DC 16 Constitution saving throw if the dimensional shambler is not incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature is concentrating on a spell, that creature must succeed on a DC 16 Constitution saving throw or lose concentration on the spell.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dimensional shambler until the start of its next turn, when it can avert its eyes again. If the creature looks at the dimensional shambler in the meantime, it must immediately make the saving throw." }, { "name": "Step Between", "desc": "As a bonus action, the dimensional shambler can magically shift from the Material Plane to any Lower Plane, or vice versa. It can't bring other creatures with it when it shifts in this way." } ], "spell_list": [], "page_no": 107, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_dimensional-shambler/" }, { "slug": "herald-of-the-void", "desc": "The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult._ \n**Empty Whispers.** In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place. \n**Creature of Motion.** The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this. \n**Folding Infinite Space.** While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.", "name": "Herald of the Void", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d8+65", "speed": { "hover": true, "walk": 30, "fly": 50 }, "strength": 12, "dexterity": 20, "constitution": 20, "intelligence": 19, "wisdom": 15, "charisma": 12, "strength_save": null, "dexterity_save": 9, "constitution_save": 9, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "perception": 10, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, lightning, poison", "damage_immunities": "cold, necrotic, radiant", "condition_immunities": "blinded, charmed, deafened, frightened, prone, stunned, unconscious", "senses": "truesight 60 ft., passive Perception 20", "languages": "Abyssal, Common, Void Speech", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The herald makes two void claw attacks. Alternatively, it can use its Void Ray twice." }, { "name": "Void Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage plus 4 (1d8) force damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Void Ray", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 9 (2d8) cold damage and 9 (2d8) force damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "The Final Song (Recharge 5-6)", "desc": "The herald utters a melody of cosmic doom in a 30-foot cone. Each creature in that area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. This melody doesn't affect creatures that understand Void Speech." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The herald of the void can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The herald regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The herald flies up to half its flying speed without provoking opportunity attacks." }, { "name": "Void Claw (Costs 2 Actions)", "desc": "The herald makes one void claw attack." }, { "name": "Discorporate (Costs 2 Actions)", "desc": "The herald chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 17 Constitution saving throw or become intangible until the end of its next turn. While intangible, the creature is incapacitated, drops whatever it's holding, and is unable to interact with physical objects. The creature is still visible and able to speak." }, { "name": "Song of Mighty Doom (Costs 3 Actions)", "desc": "The herald emits a cacophonous dirge praising the Void. Each creature other than the herald within 30 feet of the herald and that understands Void Speech gains 10 temporary hp." } ], "special_abilities": [ { "name": "Annihilating Form", "desc": "Any object that touches or hits the herald of the Void vaporizes. If the object is being worn or carried by a creature, the creature can make a DC 15 Dexterity saving throw to prevent the object from being vaporized. If the object is magical, the creature has advantage on the saving throw. The herald can choose to not vaporize an object." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the herald fails a saving throw, it can choose to succeed instead." }, { "name": "Zero-Dimensional", "desc": "The herald can move through any space without squeezing." } ], "spell_list": [], "page_no": 199, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_herald-of-the-void/" }, { "slug": "luck-leech", "desc": "The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms._ \nWhen a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets. \n**Amassing fortune.** Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others. \n**Self-Serving.** A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead.", "name": "Luck Leech", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 150, "hit_dice": "20d8+60", "speed": { "walk": 30 }, "strength": 14, "dexterity": 21, "constitution": 16, "intelligence": 17, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "deception": 8, "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic", "condition_immunities": "frightened", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Sylvan, Umbral", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The luck leech makes two biting arm attacks." }, { "name": "Biting Arms", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 9, "damage_dice": "3d8+5" }, { "name": "Feast of Fortune (Recharge 6)", "desc": "Each creature the luck leech can see within 30 feet of it must make a DC 16 Charisma saving throw. On a failure, the creature takes 27 (6d8) psychic damage, becomes blinded until the end of its next turn, and is cursed with falling fortunes. On a success, a creature takes half the damage and isn't blinded or cursed. For each creature that fails this saving throw, the luck leech gains 1 luck point." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Leech Luck", "desc": "If a creature within 60 feet of the luck leech rolls a 20 on an ability check, attack roll, or saving throw, the luck leech gains 1 luck point. It can't have more than 4 luck points at a time." }, { "name": "Reserve of Fortune", "desc": "If the luck leech doesn't have 4 luck points at sunset, it gains 2 luck points. It can't have more than 4 luck points at a time. In addition, if the luck leech rolls a 1 on the d20 for an attack roll, ability check, or saving throw while it has at least 1 luck point, it can reroll the die and must use the new roll. This trait doesn't expend luck points." }, { "name": "Turn Luck", "desc": "As a bonus action, the luck leech can spend 1 luck point to: \n* Gain advantage on its next attack or saving throw \n* Cast misty step\n* Increase the necrotic damage of its next successful biting arms attack by an extra 9 (2d8) \n* Force each creature that is concentrating on a spell within 60 feet of it to make a DC 16 Constitution saving throw, losing its concentration on the spell on a failure." } ], "spell_list": [], "page_no": 241, "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_luck-leech/" }, { "slug": "psychic-vampire", "desc": "This creature is a well-coifed humanoid with perfectly arranged hair, manicured hands, and noble dress. Its baleful red eyes and pointed ears betray its supernatural origin._ \n**Alternate Form of Vampire.** Psychic vampires originate in much the same way as traditional Open Game License", "name": "Psychic Vampire", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 23, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 12", "languages": "the languages it knew in life", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The psychic vampire can use Imprison Mind. It then makes two attacks, only one of which can be a psychic assault." }, { "name": "Unarmed Strike", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).", "attack_bonus": 9, "damage_dice": "1d8+4" }, { "name": "Imprison Mind", "desc": "The vampire chooses one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0 and its mind is overwhelmed with a flood of its own insecurities, shortcomings and inability to accomplish its goals. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target can also repeat the saving throw if another creature uses an action to shake the target out of its stupor." }, { "name": "Psychic Assault", "desc": "The vampire chooses one creature it can see within 30 feet of it. The target must succeed on a DC 17 Intelligence saving throw or take 18 (4d8) psychic damage and suffer memory loss, and the vampire regains hp equal to the psychic damage dealt. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. The target's memory loss can manifest in a variety of ways. Roll a d4 and consult the table below. If the target is already affected by one of these options, roll again, unless otherwise noted. The memory loss lasts until it is cured by a greater restoration spell or similar magic.\n| d4 | Memory Loss |\n|----|-------------|\n| 1 | The target forgets how to use a particular skill or tool. It has disadvantage on one random skill or tool proficiency. If the target is already affected by this memory loss, randomly choose an additional skill or tool proficiency to also be affected. |\n| 2 | The target forgets one of its current allies and now views the ally as hostile. If the target is already affected by this memory loss, choose an additional ally. |\n| 3 | The target forgets key aspects of fighting and has disadvantage on its first attack roll each turn. |\n| 4 | The target forgets how to defend itself properly, and the first attack roll against it each turn has advantage. |" }, { "name": "Knowledge Keepers (1/Day)", "desc": "The vampire magically calls 2d4 inklings or 1 paper golem swarm. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The creatures remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The psychic vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The vampire moves up to its speed without provoking opportunity attacks. If it uses this legendary action while levitating, the vampire can move up to half its speed horizontally instead." }, { "name": "Unarmed Strike", "desc": "The vampire makes one unarmed strike." }, { "name": "Psychic Pulse (Costs 3 Actions)", "desc": "The vampire releases a powerful wave of psychic energy. Each creature within 20 feet of the vampire must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the vampire fails a saving throw, it can choose to succeed instead." }, { "name": "Levitate", "desc": "As a bonus action, the vampire can rise or descend vertically up to 20 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the vampire doesn't need to concentrate to continue levitating each round." }, { "name": "Regeneration", "desc": "The vampire regains 20 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\n* Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\n* Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.\n* Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.\n* Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 0, "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_psychic-vampire/" }, { "slug": "ancientcavedragon-tob1-2023", "desc": "False", "name": "Ancient Cave Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 507, "hit_dice": "26d20 + 234", "speed": { "walk": 40, "burrow": 40 }, "strength": 30, "dexterity": 12, "constitution": 29, "intelligence": 14, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 17, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 12, "perception": 29, "skills": { "Perception": 19, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison", "condition_immunities": "blinded, poisoned", "senses": "blindsight 60 ft., tremorsense 120 ft., passive Perception 29", "languages": "Common, Darakhul, Draconic", "challenge_rating": "25", "cr": 25.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales a cone of black, poisonous gas in a 90-foot cone. Each target in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 91 (26d6) poison damage and is poisoned until cured by the greater restoration spell or similar magic. On a success, a creature takes half the damage and isn't poisoned." } ], "bonus_actions": [], "reactions": [ { "name": "Ruff Spikes", "desc": "When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 25 Dexterity saving throw or take 13 (3d8) piercing damage and be prevented from entering that space." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Limb Sweep (Costs 2 Actions)", "desc": "The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked prone." } ], "special_abilities": [ { "name": "Darkness Aura", "desc": "The cave dragon emits magical darkness in a 30-foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful dispel magic (DC 15) cast on the dragon suppresses this aura for 1 minute." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magical Tunneler", "desc": "The cave dragon can burrow through any unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 15-foot diameter tunnel in its wake." }, { "name": "Spiked Climb", "desc": "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction." } ], "spell_list": [], "page_no": 113, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ancient-cave-dragon/" }, { "slug": "ancientflamedragon-tob1-2023", "desc": "False", "name": "Ancient Flame Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 22, "armor_desc": "natural armor", "hit_points": 518, "hit_dice": "28d20 + 224", "speed": { "walk": 80, "fly": 40 }, "strength": 23, "dexterity": 14, "constitution": 27, "intelligence": 19, "wisdom": 16, "charisma": 22, "strength_save": null, "dexterity_save": 9, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 13, "perception": 27, "skills": { "Deception": 13, "Perception": 17, "Persuasion": 13, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "fire", "condition_immunities": "False", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 27", "languages": "Common, Draconic, Ignan", "challenge_rating": "23", "cr": 23.0, "actions": [ { "name": "Multiattack", "desc": "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Shifting Flames", "desc": "The dragon magically transforms into a Gargantuan or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." }, { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "reactions": [], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a Tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Fire Incarnate", "desc": "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." }, { "name": "Heated Body", "desc": "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." } ], "spell_list": [], "page_no": 117, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_ancient-flame-dragon/" }, { "slug": "bonepowderghoul-tob1-2023", "desc": "False", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 180, "hit_dice": "24d6 + 96", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 16, "skills": { "Perception": 6, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Gravedust", "desc": "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Whirlwind (Dust Form Only; Recharge 5-6)", "desc": "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced." }, { "name": "Spellcasting", "desc": "(Coalesced Form Only)The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: dispel magic, mage hand, ray of enfeeblement\n3/day each: blindness/deafness, fear\n1/day: phantasmal killer" } ], "bonus_actions": [], "reactions": [ { "name": "Coalesce", "desc": "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous (Dust Form Only)", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Hungry Dead Nature", "desc": "The ghoul requires no air or sleep." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." } ], "spell_list": [], "page_no": 201, "environments": [], "img_main": "http://api.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_bonepowder-ghoul/" }, { "slug": "chortdevil-tob1-2023", "desc": "False", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8 + 120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 19, "skills": { "Athletics": 11, "Deception": 9, "Insight": 9, "Perception": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Infernal, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 14 (4d6) fire damage, and the target must succeed on a DC 17 Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a lesser restoration spell or similar magic." }, { "name": "Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 14 (4d6) fire damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage." }, { "name": "Teleport", "desc": "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Spellcasting", "desc": "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: charm person, illusory script (as an action)\n3/day each: dispel magic, modify memory\n1/day: haste" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the chort devil's darkvision." }, { "name": "Hellish Weapons", "desc": "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack)." }, { "name": "Magic Resistance", "desc": "The chort devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 93, "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_chort-devil/" }, { "slug": "ghostwalkspider-tob1-2023", "desc": "False", "name": "Ghostwalk Spider", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 119, "hit_dice": "14d10 + 42", "speed": { "walk": 50 }, "strength": 15, "dexterity": 20, "constitution": 17, "intelligence": 9, "wisdom": 14, "charisma": 8, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 16, "skills": { "Perception": 6, "Stealth": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 60 ft., passive Perception 16", "languages": "understands Undercommon but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the ghostwalk spider is in its true form, the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way." }, { "name": "Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)", "desc": "Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: The target is restrained by invisible webbing. While restrained in this way, the target is invisible. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage)." } ], "bonus_actions": [ { "name": "Ghostwalk", "desc": "The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ghostly Body (Ghostwalk Form Only)", "desc": "The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the grappled, paralyzed, petrified, and restrained conditions." }, { "name": "Incorporeal Movement (Ghostwalk Form Only)", "desc": "The ghostwalk spider 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": "Spider Climb", "desc": "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Walker", "desc": "The spider ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 343, "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_ghostwalk-spider/" }, { "slug": "maskwight-tob1-2023", "desc": "False", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8 + 126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": 13, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Abyssal, Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage." }, { "name": "Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone." }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Necrotic Weapons", "desc": "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)." }, { "name": "Single-Minded Purpose", "desc": "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks." }, { "name": "Undead Nature", "desc": "The mask wight doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 264, "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_mask-wight/" } ] }{ "count": 3207, "next": "