{"count":278,"next":"https://api.open5e.com/v1/monsters/?cr=3&ordering=-armor_class&page=4","previous":"https://api.open5e.com/v1/monsters/?cr=3&ordering=-armor_class&page=2","results":[{"slug":"destroyer","desc":"The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army._  \nThe largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes.  \n**Shield Wall.** Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect.  \n**Necrotic Lore.** Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.","name":"Destroyer","size":"Medium","type":"Humanoid","subtype":"satarre","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"scale mail","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":17,"intelligence":10,"wisdom":10,"charisma":13,"strength_save":5,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"athletics":5,"history":2,"intimidation":3,"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The satarre destroyer makes two attacks: one with its greataxe and one with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Greataxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 4 (1d8) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d12+3"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Commander","desc":"As a bonus action, the destroyer commands an undead ally within 30 feet of it to use a reaction to make one attack against a creature the destroyer attacked this round."},{"name":"Void Strength","desc":"The destroyer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."},{"name":"Void Weapons","desc":"The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":315,"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_destroyer/"},{"slug":"kelp-drake","desc":"The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._  \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects.  \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License","name":"Kelp Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"swim":50,"walk":20},"strength":18,"dexterity":14,"constitution":16,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":6,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Deathroll","desc":"The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water."},{"name":"Binding Bile (Recharge 6)","desc":"The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the drake can move up to its speed toward a hostile creature that it can see."},{"name":"Limited Amphibiousness","desc":"The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation."}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kelp-drake/"},{"slug":"allosaurus-a5e","desc":"","name":"Allosaurus","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":57,"hit_dice":"6d12+18","speed":{"walk":60},"strength":18,"dexterity":18,"constitution":16,"intelligence":2,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. If the allosaurus moves at least 10 feet towards its target before making this attack  it gains advantage on the attack."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":89,"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/a5e-mm_allosaurus/"},{"slug":"bandit-captain-a5e","desc":"","name":"Bandit Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"deception":4,"intimidation":4,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bandit captain attacks twice with their scimitar and once with their dagger  or throws two daggers."},{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 5 (1d4 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them."},{"name":"Bandits are outlaws who live by violence","desc":"Most are highway robbers, though a few are principled exiles or freedom fighters."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":470,"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/a5e-mm_bandit-captain/"},{"slug":"basilisk-a5e","desc":"","name":"Basilisk","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d8+21","speed":{"walk":20,"climb":10},"strength":14,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Stone Gaze (Gaze)","desc":"The basilisk targets a creature within 60 feet. The target makes a DC 13 Constitution saving throw. On a failure  the target magically begins to turn to stone and is restrained. A lesser restoration spell ends this effect. At the beginning of the basilisks next turn  if still restrained  the target repeats the saving throw. On a success  the effect ends. On a failure  the target is petrified. This petrification can be removed with greater restoration or similar magic or with basilisk venom."},{"name":"Venomous Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage."}],"bonus_actions":null,"reactions":[{"name":"Stone Glance","desc":"If a creature within 60 feet that the basilisk can see hits the basilisk with an attack, the basilisk uses Stone Gaze on the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":32,"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/a5e-mm_basilisk/"},{"slug":"giant-scorpion-a5e","desc":"","name":"Giant Scorpion","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":2,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The scorpion attacks once with its claws and once with its sting."},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends  the scorpion can't attack a different target with its claws."},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage and the target makes a DC 12 Constitution saving throw  taking 16 (3d10) poison damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":449,"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/a5e-mm_giant-scorpion/"},{"slug":"guard-squad-a5e","desc":"","name":"Guard Squad","size":"Large","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"3","cr":3.0,"actions":[{"name":"Spears","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 17 (5d6) piercing damage  or half damage if the squad is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The squad takes double damage from any effect that targets an area."},{"name":"Squad Dispersal","desc":"When the squad is reduced to 0 hit points, it turns into 2 (1d4) guards with 5 hit points each."},{"name":"Squad","desc":"The squad is composed of 5 or more guards. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing."}],"spell_list":[],"page_no":492,"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/a5e-mm_guard-squad/"},{"slug":"hell-hound-a5e","desc":"","name":"Hell Hound","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d8+21","speed":{"walk":50},"strength":16,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) fire damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The hound exhales fire in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The hound has advantage on Perception checks that rely on hearing and smell."},{"name":"Lawful Evil","desc":"The hound radiates a Lawful and Evil aura."},{"name":"Pack Tactics","desc":"The hound has advantage on attack rolls against a creature if at least one of the hounds allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":278,"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/a5e-mm_hell-hound/"},{"slug":"merfolk-knight-a5e","desc":"","name":"Merfolk Knight","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":10,"swim":40},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"Aquan, Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight makes two trident attacks."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack  or 6 (1d6 + 3) piercing damage if thrown."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  it deals an extra 6 (1d12) piercing damage  and the target makes a DC 13 Strength saving throw  falling prone on a failure. This attack is made at disadvantage against targets within 5 feet of the knight."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of its choice within 30 feet that can hear and understand it. For the next minute  inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight cannot target itself."}],"bonus_actions":[{"name":"Trident","desc":"The knight makes a trident attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The knight can breathe air and water."},{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":329,"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/a5e-mm_merfolk-knight/"},{"slug":"miremuck-goblin-king-a5e","desc":"","name":"Miremuck Goblin King","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":62,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":10,"intelligence":12,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7,"persuasion":8,"deception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"3","cr":3.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage."},{"name":"Charm Person (1/day)","desc":"Once per day the goblin king can castcharm personas a 3rd-level spell  allowing him tocharm three creatures within 60 feet. The goblinkings spell save DC is 14."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The goblin king adds 2 to his AC against onemelee attack that would hit him. To do this the goblinking must see the attacker and be wielding a meleeweapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Transformation","desc":"When a goblin king is slain,whichever goblin killed them will suddenly transforminto a new goblin king (or queen), their stats replacedwith the goblin kings stats. All surrounding goblinsare inclined thereafter to obey the new goblin king.If a goblin king is slain by a non-goblinoid creature,whichever goblin volunteers for the position first isthe one transformed. Goblins are extremely hesitantto do such a thing, as responsibility and stewardshipare such hard work."}],"spell_list":[],"page_no":null,"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/a5e-mm_miremuck-goblin-king/"},{"slug":"pirate-captain-a5e","desc":"","name":"Pirate Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":4,"deception":4,"intimidation":4,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bandit captain attacks twice with their scimitar and once with their dagger or throws two daggers."},{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 5 (1d4 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Seawise","desc":"Pirate captains have an expertise die (1d4) on skill checks made to handle or navigate a ship."}],"spell_list":[],"page_no":470,"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/a5e-mm_pirate-captain/"},{"slug":"scorpionfolk-a5e","desc":"","name":"Scorpionfolk","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Scorpionfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":385,"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/a5e-mm_scorpionfolk/"},{"slug":"skeletal-champion-a5e","desc":"","name":"Skeletal Champion","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":5,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Shielding Riposte","desc":"When a creature within the skeletons reach misses with a melee attack against the skeleton or a creature within 5 feet, the skeleton makes a longsword attack against the attacker. The skeleton must be wielding a longsword to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":393,"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/a5e-mm_skeletal-champion/"},{"slug":"wight-a5e","desc":"","name":"Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) cold damage."},{"name":"Seize","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) cold damage  and the target is grappled (escape DC 12). Until this grapple ends  the target is restrained and the only attack the wight can make is Life Drain against the grappled target."},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage."}],"bonus_actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage, and the target makes a DC 13 Constitution saving throw. On a failure, the targets hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A humanoid or beast reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wights control."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Aura","desc":"A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesnt function."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Undead Nature","desc":"A wight doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":423,"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/a5e-mm_wight/"},{"slug":"doppelganger_bf","desc":"","name":"Doppelganger","size":"medium","type":"Monstrosity","subtype":"Shapechanger","group":null,"alignment":"","armor_class":14,"armor_desc":null,"hit_points":80,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":10,"wisdom":16,"charisma":18,"strength_save":0,"dexterity_save":4,"constitution_save":2,"intelligence_save":0,"wisdom_save":3,"charisma_save":4,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"charmed","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The doppelganger makes two Slam or Psychic Bolt attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage."},{"name":"Psychic Bolt","desc":"_Ranged Spell Attack:_ +4 to hit, range 60 ft., one target. _Hit:_ 13 (2d10+2) psychic damage."}],"bonus_actions":[{"name":"Change Shape","desc":"The doppelganger transforms into a Small or Medium Humanoid it has seen or back into its true form, which is Monstrosity. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."},{"name":"Read Thoughts","desc":"The doppelganger magically reads the surface thoughts - what is foremost in the mind at the moment - of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading the target's thoughts until its concentration is broken (as if concentrating on a spell) or it uses Read Thoughts on a different target."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Convincing Mimicry (Humanoid Form Only)","desc":"The doppelganger can mimic any Humanoid's body and voice it has seen and heard nearly perfectly. A creature very familiar with the individual Humanoid the doppelganger is pretending to be can tell the doppelganger is an imitation with a successful DC 20 WIS (Insight) check."},{"name":"Revealed Intentions","desc":"While reading a creature's mind, the doppelganger has advantage on CHA checks against the creature, knows the creature's current mood, and knows if the creature speaks a lie. In addition, the doppelganger has advantage on attack rolls against the creature."}],"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_doppelganger/"},{"slug":"feral_hunter_bf","desc":"","name":"Feral Hunter","size":"medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"leather armor","hit_points":83,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":0,"dexterity_save":3,"constitution_save":0,"intelligence_save":0,"wisdom_save":2,"charisma_save":1,"perception":14,"skills":{},"damage_vulnerabilities":"necrotic","damage_resistances":"frightened,Fey Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The feral hunter makes two Hunting Knife or Longbow attacks."},{"name":"Hunting Knife","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."},{"name":"Longbow","desc":"_Ranged Weapon Attack:_ +5 to hit, range 150/600 ft., one target. _Hit:_ 12 (2d8+3) piercing damage."}],"bonus_actions":[{"name":"Mark Quarry","desc":"The feral hunter marks one creature it can see within 30 feet of it as its quarry until the start of the feral hunter's next turn. When the feral hunter hits the marked creature with a weapon attack, the weapon deals an extra 1d6 damage of the weapon's type to the target."}],"reactions":[{"name":"Reposition","desc":"When the feral hunter takes damage, it can move up to 10 feet without provoking opportunity attacks."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The feral hunter is resistant to the charmed and unconscious conditions."},{"name":"Heightened Senses","desc":"The feral hunter's Perception is 19 when perceiving by sight, hearing, or smell."},{"name":"Precise","desc":"A weapon that deals piercing damage deals one extra die of its damage when the feral hunter hits with it (included in the attack)."},{"name":"Woodland Walk","desc":"Difficult terrain composed of nonmagical plants doesn't cost the feral hunter extra movement. In addition, the feral hunter can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"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_feral-hunter/"},{"slug":"manticore_bf","desc":"","name":"Manticore","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":30,"fly":50},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":3,"dexterity_save":3,"constitution_save":3,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-1,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The manticore makes one Bite attack and two Claw attacks, or it makes two Tail Spike attacks. If both Tail Spike attacks hit one creature, the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."},{"name":"Tail Spike","desc":"_Ranged Weapon Attack:_ +5 to hit, range 100/200 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 5 (2d4) poison damage."}],"bonus_actions":[],"reactions":[{"name":"Spiky Retaliation","desc":"When a creature the manticore can see hits it with a melee attack while within 5 feet of it, the manticore can jab a spike into the attacker. The attacker must succeed on a DC 13 DEX save or take 5 (2d4) poison damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The manticore can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 WIS (Insight) check."},{"name":"Monstrosity Resilience","desc":"The manticore is resistant to exhaustion and to the frightened condition."},{"name":"Tail Spike Regrowth","desc":"The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."}],"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_manticore/"},{"slug":"minotaur_bf","desc":"","name":"Minotaur","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":16,"charisma":8,"strength_save":6,"dexterity_save":0,"constitution_save":3,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-1,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The minotaur makes one Gore attack and one Greataxe attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage."},{"name":"Greataxe","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage."}],"bonus_actions":[{"name":"Bleeding Frenzy (44 HP or Fewer)","desc":"The minotaur enters a frenzy until the start of its next turn. Until the frenzy ends, the minotaur deals an extra 3 (1d6) damage of the weapon's type each time it hits with a melee weapon attack, and the minotaur takes an extra 3 (1d6) damage of the weapon's type the first time it is hit with a melee weapon attack before the frenzy ends."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the minotaur and knocked prone."},{"name":"Labyrinthine Recall","desc":"The minotaur can perfectly recall any path it has traveled."},{"name":"Monstrosity Resilience","desc":"The minotaur is resistant to exhaustion and to the frightened condition."},{"name":"Reckless","desc":"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."},{"name":"Siege Monster","desc":"The minotaur deals double damage to objects and structures."}],"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_minotaur/"},{"slug":"mycolid_spore_lord_bf","desc":"","name":"Mycolid Spore Lord","size":"medium","type":"Plant","subtype":"","group":"Mycolids","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"","speed":{"walk":15},"strength":16,"dexterity":14,"constitution":12,"intelligence":8,"wisdom":18,"charisma":8,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":-1,"wisdom_save":4,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Plant Resilience","damage_immunities":"poison","condition_immunities":"","senses":"keensense 120 ft. (can't sense beyond this radius)","languages":"understands Druidic and Sylvan but can't speak,telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The spore lord makes two Fungal Staff attacks or uses Hurl Sap twice."},{"name":"Fungal Staff","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) poison damage."},{"name":"Hurl Sap","desc":"_Ranged Weapon Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 11 (2d8+2) poison damage, and the sap sticks to the target. While the sap is stuck, the target takes 4 (1d8) poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect."},{"name":"Mushroom Ring (Recharge 5-6)","desc":"The spore lord causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn't a mycolid within that ring must make a DC 14 CON save, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Each mycolid within that ring gains 5 (2d4) temporary HP."},{"name":"Slumber Spores (Recharge 5-6)","desc":"The spore lord ejects sleep-inducing spores from its body. Each creature that isn't a mycolid within 10 feet of the spore lord must make a DC 14 WIS save. On a failure, a creature takes 9 (2d8) poison damage and falls unconscious for 1 minute. On a success, a creature takes half the damage and doesn't fall unconscious. The unconscious creature wakes if it takes damage or if a creature uses an action to wake it."}],"bonus_actions":[{"name":"Fetid Feast","desc":"The spore lord draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains 7 (2d6) HP. The spore lord can't use Fetid Feast on a pile of carrion or vegetation if it or another mycolid has already used Fetid Feast on that pile."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fungal Toxicity","desc":"A creature that hits the mycolid with a melee attack while within 5 feet of it must succeed on a DC 13 CON save or be poisoned for 5 hours. If the poison isn't neutralized before 5 hours have passed, the creature must succeed on a DC 14 CON save, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one."},{"name":"Mycolid Connection","desc":"The spore lord can pinpoint the location of each friendly mycolid within 1 mile of it. In addition, its telepathy range increases to 1 mile when communicating with other mycolids."},{"name":"Plant Resilience","desc":"The mycolid is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"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_mycolid-spore-lord/"},{"slug":"owlbear_bf","desc":"","name":"Owlbear","size":"large","type":"Monstrosity","subtype":"Animal","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":12,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":5,"dexterity_save":1,"constitution_save":3,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The owlbear makes one Beak attack and one Claws attack. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15)."},{"name":"Beak","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 10 (1d10+5) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage."},{"name":"Vicious Bound (44 HP or Fewer)","desc":"The owlbear roars and barrels through creatures. It moves up to 20 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 15 STR save. On a failure, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":[{"name":"Rend","desc":"The owlbear violently wrenches a Medium or smaller creature it is currently grappling. The target must make a DC 15 STR save, taking 9 (2d8) slashing damage on a failed save, or half as much damage on a successful one."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glide","desc":"The owlbear has long, sturdy feathers along its forelimbs and sides that expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The owlbear can't gain height with its gliding feathers alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."},{"name":"Heightened Sight and Smell","desc":"The owlbear's Perception is 18 when perceiving by sight or smell."},{"name":"Monstrosity Resilience","desc":"The owlbear is resistant to exhaustion and to the frightened condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_owlbear/"},{"slug":"wight_bf","desc":"","name":"Wight","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"studded leather","hit_points":69,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":3,"dexterity_save":2,"constitution_save":3,"intelligence_save":0,"wisdom_save":1,"charisma_save":2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"Undead Resilience,frightened","condition_immunities":"","senses":"darkvision 60 ft.","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wight makes two Longsword or Longbow attacks. It can replace one attack with a Life Drain attack."},{"name":"Life Drain","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one creature. _Hit:_ 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0.<br>A Humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) slashing damage, or 14 (2d10+3) slashing damage if used with two hands."},{"name":"Longbow","desc":"_Ranged Weapon Attack:_ +4 to hit, range 150/600 ft., one target. _Hit:_ 11 (2d8+2) piercing damage."}],"bonus_actions":[{"name":"Command Horde","desc":"The wight commands up to five friendly skeletons or zombies to do one of the following:\n- **Protect.** Until the start of the wight's next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.\n- **Overwhelm.** Until the start of the wight's next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn't incapacitated.\n- **Shamble.** Each target uses its reaction to move up to its speed in a direction chosen by the wight. If this movement provokes an opportunity attack, that attack is made with disadvantage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Martial Adept","desc":"A manufactured weapon, such as a sword or bow, deals one extra die of its damage when the wight hits with it (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wight has disadvantage on attack rolls, and its Perception is 8 when perceiving by sight."},{"name":"Undead Nature","desc":"The wight doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The wight is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_wight/"},{"slug":"bearfolk-tob1-2023","desc":"False","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8 + 18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes one Battleaxe attack, one Warhammer attack, and one Bite attack."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands."}],"bonus_actions":[{"name":"Frenzy (Recharges after a Long or Short Rest)","desc":"The bearfolk triggers a berserk frenzy that lasts 1 minute. While in frenzy, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"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_bearfolk/"},{"slug":"cactid-tob1-2023","desc":"False","name":"Cactid","size":"Large","type":"Plant","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10 + 32","speed":{"walk":15},"strength":16,"dexterity":8,"constitution":18,"intelligence":5,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"False","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"understands Sylvan but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cactid makes two Tendril attacks and uses Reel."},{"name":"Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and if it isn't a Construct or Undead, the cactid begins draining fluid from the target's body. At the start of each of the grappled creature's turns, the creature must make a DC 13 Constitution saving throw. On a failure, its hp maximum is reduced by 3 (1d6). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The grappled creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target."},{"name":"Reel","desc":"The cactid pulls each creature grappled by it up to 10 feet straight toward it."}],"bonus_actions":[],"reactions":[{"name":"Hail of Needles (1/Day)","desc":"When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a DC 14 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":48,"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_cactid/"},{"slug":"clockworkbeetleswarm-tob1-2023","desc":"False","name":"Clockwork Beetle Swarm","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d10 + 8","speed":{"walk":50,"fly":30},"strength":8,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half of its hp or fewer, plus 3 (1d6) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The swarm doesn't require air, food, drink, or sleep."},{"name":"Magic Resistance","desc":"The swarm has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":60,"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_clockwork-beetle-swarm/"},{"slug":"clockworkhuntsman-tob1-2023","desc":"False","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":99,"hit_dice":"18d8 + 18","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Perception":4,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."},{"name":"Net Cannon (4/Day)","desc":"Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature."}],"bonus_actions":[{"name":"Reel","desc":"The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The clockwork huntsman doesn't require air, food, drink, or sleep."},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":62,"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_clockwork-huntsman/"},{"slug":"fardarrig-tob1-2023","desc":"False","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"hide armor","hit_points":84,"hit_dice":"13d6 + 39","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":14,"skills":{"Nature":4,"Animal Handling":4,"Perception":4,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes two Antler Glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage or slashing damage (the far darrig's choice) plus 3 (1d6) force damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone."},{"name":"Woodland Friends (1/Day)","desc":"The far darrig magically calls 1d4 elk or giant weasels. The called Beasts arrive in 1d4 rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action."}],"bonus_actions":[{"name":"Nimble Woodsman","desc":"The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":167,"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_far-darrig/"},{"slug":"goat-man-tob1-2023","desc":"False","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8 + 20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Acrobatics":4,"Athletics":6,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Giant, and Trollkin but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."}],"spell_list":[],"page_no":214,"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_goat-man/"},{"slug":"millitaur-tob1-2023","desc":"False","name":"Millitaur","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10 + 30","speed":{"walk":30,"burrow":40},"strength":17,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Acrobatics":4},"damage_vulnerabilities":"False","damage_resistances":"poison, slashing","damage_immunities":"False","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"Common, Millitaur","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The millitaur makes two Handaxe attacks."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) poison damage."},{"name":"Poisonous Flask (Recharge 5-6)","desc":"The millitaur hastily combines alchemical substances into a poisonous concoction and throws it at a point the millitaur can see within 30 feet. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Healing Tonic (2/Day)","desc":"The millitaur administers a healing tonic to a willing creature within 5 feet of it. The target magically regains 7 (2d6) hp and is freed from any disease or poison."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":267,"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_millitaur/"},{"slug":"monolithfootman-tob1-2023","desc":"False","name":"Monolith Footman","size":"Large","type":"Construct","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d10 + 16","speed":{"walk":40},"strength":15,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Elvish, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The footman makes two Shortsword attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 4 (1d8) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a DC 12 Charisma saving throw or become invisible, silent, and paralyzed for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Coldfire Weapons","desc":"The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra 1d8 cold damage or fire damage (included in the attack), the champion's choice."},{"name":"Construct Nature","desc":"The monolith footman doesn't require air, food, drink, or sleep."},{"name":"Simple Construction","desc":"A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) bludgeoning damage."}],"spell_list":[],"page_no":275,"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_monolith-footman/"},{"slug":"nightscorpion-tob1-2023","desc":"False","name":"Night Scorpion","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10 + 24","speed":{"walk":40},"strength":15,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":9,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"blindsight 60 ft., passive Perception 9","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The scorpion makes two Claw attacks and one Sting attack."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target."},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the target takes 7 (2d6) poison damage and is blinded for 1 hour. On a success, a creature takes half the damage and isn't blinded. If the target fails the saving throw by 5 or more, it is also poisoned for 1 minute, and it is paralyzed while poisoned in this way. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":320,"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_night-scorpion/"},{"slug":"stygianfat-tailedscorpion-tob1-2023","desc":"False","name":"Stygian Fat-Tailed Scorpion","size":"Tiny","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d4 + 28","speed":{"walk":20},"strength":3,"dexterity":14,"constitution":15,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a short or long rest. Each time the poisoned creature takes poison damage, it must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":320,"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_stygian-fat-tailed-scorpion/"},{"slug":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"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_ahu-nixta/"},{"slug":"edjet","desc":"","name":"Edjet","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"chain shirt","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":13,"charisma":13,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dragonborn edjet makes two melee or ranged attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.","name":"Halberd"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"},{"desc":"The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.","name":"Line of Battle"},{"desc":"Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.","name":"Martial Advantage"}],"spell_list":[],"page_no":0,"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_edjet/"},{"slug":"fang-of-the-great-wolf","desc":"","name":"Fang of the Great Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"insight":3,"perception":5,"religion":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Goblin, Worg","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.","name":"Bite"},{"desc":"The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","name":"Might of the Great Wolf (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":384,"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_fang-of-the-great-wolf/"},{"slug":"far-wanderer","desc":"","name":"Far Wanderer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"arcana":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.","name":"Stardust Blade"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.","name":"Stardust bow"},{"desc":"The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.","name":"Call to Yorama (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.","name":"Trader"},{"desc":"As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.","name":"Traveler"}],"spell_list":[],"page_no":151,"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_far-wanderer/"},{"slug":"ghast-of-leng","desc":"","name":"Ghast of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d10+34","speed":{"walk":40},"strength":15,"dexterity":17,"constitution":14,"intelligence":4,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"radiant","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"The ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Sunlight Hypersensitivity"}],"spell_list":[],"page_no":168,"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_ghast-of-leng/"},{"slug":"kinnara","desc":"","name":"Kinnara","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"fly":50,"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":13,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{"insight":5,"performance":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"all, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortbow"},{"desc":"The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Discordant Refrain (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.","name":"Share the Pain"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).","name":"Angelic Weapons"},{"desc":"The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.","name":"Eternal Lovers"},{"desc":"The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":17,"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_kinnara/"},{"slug":"korrigan","desc":"","name":"Korrigan","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Gnomish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"desc":"The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Deadly Breath (Recharge 4-6)"},{"desc":"The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). \n\nEach korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. \n\nA charmed target is incapacitated and begins to dance and caper for the duration of the revels. 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 Enchanting Revels of the same band of korrigan for the next 24 hours.","name":"Enchanting Revels (1/Day at Dusk or Night Only)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.","name":"Catch Me If You Can"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.","name":"Ungodly Resistance"},{"desc":"The korrigan's innate spellcasting ability is Charisma (spell save DC 13). The korrigan can innately cast the following spells, requiring no material components:\n3/day each: charm person, enthrall, hideous laughter, misty step\n1/day: divination","name":"Innate Spellcasting"}],"spell_list":[],"page_no":242,"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_korrigan/"},{"slug":"swolbold","desc":"","name":"Swolbold","size":"Medium","type":"Humanoid","subtype":"kobold","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"scale mail","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":20},"strength":19,"dexterity":11,"constitution":15,"intelligence":6,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets.","name":"Slam"},{"desc":"One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.","name":"Crush"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.","name":"Leaping Attack"},{"desc":"The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":240,"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_swolbold/"},{"slug":"wood-golem","desc":"","name":"Wood Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":15,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The wood golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The wood golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"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_wood-golem/"},{"slug":"arboreal-grappler","desc":"_Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below._  \nAn arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur.  \n**Carry Prey to the Heights.** Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across.  \n**Clans in the Canopy.** Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check.  \n**Carnivorous Elf Hunters.** Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures.","name":"Arboreal Grappler","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":10,"climb":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The arboreal grappler makes one bite attack and two tentacle attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Boscage Brachiation","desc":"The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing."}],"spell_list":[],"page_no":25,"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_arboreal-grappler/"},{"slug":"bearfolk","desc":"_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._  \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.  \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frenzy (1/rest)","desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."},{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"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_bearfolk/"},{"slug":"cactid","desc":"_Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey._  \n**Needled Sentients.** Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles.  \n**Drain Fluids.** In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered.  \n**Slow Packs.** Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds.","name":"Cactid","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":5},"strength":16,"dexterity":8,"constitution":18,"intelligence":7,"wisdom":10,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"understands Sylvan, but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cactid makes two attacks with its tendrils and uses Reel."},{"name":"Tendril","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Reel","desc":"Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hail of Needles (1/Day)","desc":"When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cactid/"},{"slug":"clockwork-beetle-swarm","desc":"_Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud._  \n**Freed But Foolish.** Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity.","name":"Clockwork Beetle Swarm","size":"Large","type":"Construct","subtype":"Swarm","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d10+8","speed":{"walk":30,"fly":50},"strength":8,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.","attack_bonus":5,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":61,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-beetle-swarm/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-huntsman/"},{"slug":"far-darrig","desc":"_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._  \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms.  \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives.  \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters.  \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":104,"hit_dice":"16d6+48","speed":{"walk":20},"strength":15,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"medicine":6,"nature":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes four antler glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Enchanted Glaive Maneuvers","desc":"A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride"}],"spell_list":[],"page_no":179,"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_far-darrig/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_goat-man/"},{"slug":"millitaur","desc":"_The millitaur is a purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes and thick powerful mandibles. They wield crude stone axes._  \n**Mulch Eaters.** Millitaurs roam jungles and woodlands, where dense undergrowth rots beneath the canopy and piles high; leaves and plants provide much of the millitaur diet. Though millitaurs are territorial, they sometimes chase away threats rather than kill intruders. However, they also are good hunters and supplement their diet with squirrel, monkey, and even gnome or goblin.  \n**Poisonous Drool.** As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they’ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared onto them from the beast’s mandibles. They use their axes for breaking up mulch for easier digestion, as well as using them for hunting and self-defense.  \n**Clicking Speech.** Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they can mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached.","name":"Millitaur","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40,"burrow":20,"climb":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4},"damage_vulnerabilities":"","damage_resistances":"poison; bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 11","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The millitaur makes two handaxe attacks."},{"name":"Handaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.","attack_bonus":6,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":288,"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_millitaur/"},{"slug":"monolith-footman","desc":"_A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention._  \n**Beautiful Construct.** Like the Open Game License","name":"Monolith Footman","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d10+16","speed":{"walk":40},"strength":18,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Elvish, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blatant Dismissal","desc":"While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible-and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function."},{"name":"Fey Flame","desc":"The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs."},{"name":"Simple Construction","desc":"Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit."}],"spell_list":[],"page_no":295,"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_monolith-footman/"},{"slug":"night-scorpion","desc":"","name":"Night Scorpion","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":40},"strength":15,"dexterity":14,"constitution":14,"intelligence":1,"wisdom":9,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 9","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The scorpion makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.","attack_bonus":4,"damage_dice":"1d8+2"},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":4,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":340,"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_night-scorpion/"}]}