{"count":278,"next":"https://api.open5e.com/v1/monsters/?cr=3&ordering=perception&page=2","previous":null,"results":[{"slug":"bar-brawl","desc":"","name":"Bar Brawl","size":"Huge","type":"Humanoid","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"leather armor","hit_points":67,"hit_dice":"9d12+9","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":13,"intelligence":11,"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":"bludgeoning","damage_resistances":"piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bar brawl makes two melee attacks or two darts attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"4d6","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) if the bar brawl has half its hit points or fewer.","name":"Barstool"},{"attack_bonus":4,"damage_dice":"4d4","desc":"Melee Weapon Attack: +4 to hit, range 0 ft., one target in the bar brawl's space. Hit: 10 (4d4) slashing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Broken Bottles"},{"attack_bonus":3,"damage_dice":"4d4","desc":"Ranged Weapon Attack: +3 to hit, range 20/40 ft. Hit: 10 (4d4) piercing damage, or 5 (2d4) if the bar brawl has half its hit points or fewer.","name":"Darts"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the bar brawl imbibes nearby alcohol to gain access to a hidden reservoir of audacity and grit. The bar brawl gains 7 (2d6) temporary hp for 1 minute.","name":"Liquid Courage (Recharge 5-6)"},{"desc":"The bar brawl can occupy another creature's space and vice versa, and the bar brawl can move through any opening large enough for a Medium humanoid. Except for Liquid Courage, the bar brawl can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":48,"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_bar-brawl/"},{"slug":"bathhouse-drake","desc":"","name":"Bathhouse Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"fly":60,"swim":60,"walk":30},"strength":15,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"persuasion":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., truesight 10 ft., passive Perception 16","languages":"Common, Draconic, Primordial","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bathhouse drake makes three melee attacks: one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"2d6","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.","name":"Scalding Jet"},{"desc":"The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Steam Burst (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bathhouse drake can breathe air and water.","name":"Amphibious"},{"desc":"The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.","name":"Soapy"},{"desc":"The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, misty step, prestidigitation\n3/day each: control water, fog cloud, gaseous form, lesser restoration","name":"Innate Spellcasting"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bathhouse-drake/"},{"slug":"black-sun-priestess","desc":"","name":"Black Sun Priestess","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":9,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":6,"intimidation":6,"religion":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Orc","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) bludgeoning damage.","name":"Greatclub"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the the Black Sun priestess' darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians","name":"Spellcasting"}],"spell_list":[],"page_no":290,"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_black-sun-priestess/"},{"slug":"bloody-bones","desc":"","name":"Bloody Bones","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":6,"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":{"deception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"none, but can speak through the use of its Horrific Imitation trait","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.","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":"Claw"},{"desc":"The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.","name":"Dark Stare"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.","name":"Its Crown Runs Red"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.","name":"Horrifying Aura"},{"desc":"The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.","name":"Horrific Imitation"}],"spell_list":[],"page_no":54,"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_bloody-bones/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. 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. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"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_dust-goblin-chieftain/"},{"slug":"ghost-boar","desc":"","name":"Ghost Boar","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":16,"intelligence":7,"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":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common but can't speak it","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) slashing damage.","name":"Tusk"}],"bonus_actions":null,"reactions":[{"desc":"When a creature hits the ghost boar with a melee weapon attack, the ghost boar can make one tusk attack against the creature. The ghost boar must see the attacker and be within 5 feet of it.","name":"Tusk Swipe"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"When the ghost boar moves, it becomes temporarily incorporeal. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object.","name":"Incorporeal Jaunt"},{"desc":"If the boar takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead.","name":"Relentless (Recharges after a Short or Long Rest)"}],"spell_list":[],"page_no":169,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ghost-boar/"},{"slug":"giant-albino-bat","desc":"","name":"Giant Albino Bat","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d12+18","speed":{"fly":80,"walk":10},"strength":19,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":14,"charisma":6,"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 11","languages":"Abyssal, understands Common but can't speak it","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bat makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't use its claws against another target.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The bat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"}],"spell_list":[],"page_no":50,"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_giant-albino-bat/"},{"slug":"gloomflower","desc":"","name":"Gloomflower","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4+24","speed":{"walk":10},"strength":10,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":18,"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":"blinded, deafened, frightened","senses":"blindsight 120 ft. passive Perception 8","languages":"understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gloomflower makes two psychic strike attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"3d6","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.","name":"Psychic Strike"},{"desc":"Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.","name":"Corrupting Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","name":"Blur"},{"desc":"Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.","name":"Psychic Scream"}],"spell_list":[],"page_no":188,"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_gloomflower/"},{"slug":"keg-golem","desc":"","name":"Keg Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":16,"intelligence":8,"wisdom":7,"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":"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 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":3,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","name":"Slam"},{"desc":"The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Ale Blast (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.","name":"Empty Keg"},{"desc":"The keg golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The keg golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.","name":"Rolling Charge"}],"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_keg-golem/"},{"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":"megapede","desc":"","name":"Megapede","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"climb":40,"walk":40},"strength":17,"dexterity":14,"constitution":15,"intelligence":2,"wisdom":7,"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":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The megapede makes one stinger attack and one bite attack. It can use its Consume Metal in place of its bite attack.","name":"Multiattack"},{"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 plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the megapede has advantage on attacks against the grappled target, and it can't make bite attacks against another target.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute.","name":"Stinger"},{"desc":"The megapede consumes one unattended Medium or smaller metal object or attempts to consume a metal object worn or held by the creature it is grappling. The grappled creature must succeed on a DC 13 Strength saving throw or the object is consumed. If the object is a magic item, the creature has advantage on the saving throw. Magic items consumed by the megapede stay intact in its stomach for 1d4 hours before they are destroyed.","name":"Consume Metal"},{"desc":"The megapede spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.","name":"Acid Spray (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The megapede can sense any metal within 600 feet of it. It knows the direction to the metal and can identify the specific type of metal within the area.","name":"Metal Sense"}],"spell_list":[],"page_no":266,"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_megapede/"},{"slug":"mold-zombie","desc":"","name":"Mold Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":20},"strength":17,"dexterity":8,"constitution":16,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The zombie makes two slam attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.","name":"Slam"},{"desc":"The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).","name":"Plague Breath (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the zombie is reduced to 0 hp and doesn't survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).","name":"Spore Death"},{"desc":"If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":394,"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_mold-zombie/"},{"slug":"paper-golem-swarm","desc":"","name":"Paper Golem Swarm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d8+10","speed":{"fly":30,"walk":20},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 30 ft., passive perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.","name":"Paper Cut"},{"desc":"The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the paper golem swarm remains motionless, it is indistinguishable from ordinary sheets of paper.","name":"False Appearance"},{"desc":"The paper golem swarm is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack or whirlwind action, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","name":"Ink Blot (Recharge 4-6)"},{"desc":"The paper golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"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_paper-golem-swarm/"},{"slug":"plaresh","desc":"","name":"Plaresh","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":30,"hit_dice":"4d8+12","speed":{"burrow":30,"swim":30,"walk":30},"strength":2,"dexterity":17,"constitution":16,"intelligence":6,"wisdom":12,"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":"cold, fire, lightning; bludgeoning, slashing, and piercing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11","languages":"understands Abyssal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.","name":"Bites"},{"desc":"The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.","name":"Infest Corpse (Recharges after a Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.","name":"Grinding Maws"},{"desc":"The plaresh has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":89,"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_plaresh/"},{"slug":"purple-slime","desc":"","name":"Purple Slime","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":null,"hit_points":76,"hit_dice":"8d10+32","speed":{"climb":10,"swim":30,"walk":20},"strength":17,"dexterity":8,"constitution":18,"intelligence":2,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, cold","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The purple slime makes two spike attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage and 10 (3d6) poison damage. In addition, the target must succeed on a DC 14 Constitution saving throw or its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","name":"Spike"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The purple slime can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The purple slime can breathe air and water.","name":"Amphibious"},{"desc":"The purple slime has advantage on Dexterity (Stealth) checks made while underwater.","name":"Underwater Camouflage"}],"spell_list":[],"page_no":307,"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_purple-slime/"},{"slug":"shadow-ooze","desc":"","name":"Shadow Ooze","size":"Medium","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":76,"hit_dice":"9d8+36","speed":{"climb":20,"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":2,"wisdom":6,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ooze makes one pseudopod attack and then uses Snuff Out.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage and 3 (1d6) acid damage.","name":"Pseudopod"},{"desc":"The ooze extinguishes one natural or magical light source within 60 feet of it. If the light source is created by a spell, it is dispelled.","name":"Snuff Out"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures except shadow fey.","name":"Aura of Darkness"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":287,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-ooze/"},{"slug":"snow-hag","desc":"","name":"Snow Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":3,"deception":5,"survival":4},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Giant, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","name":"Claws"},{"desc":"The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage).","name":"Icy Embrace (Recharge 5-6)"},{"desc":"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. \n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.","name":"Illusory Appearance"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.","name":"Ice Walk"},{"desc":"The snow hag's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The snow hag can innately cast the following spells, requiring no material components:\nAt will: minor illusion, prestidigitation, ray of frost\n1/day each: charm person, fog cloud, sleet storm","name":"Innate Spellcasting"}],"spell_list":[],"page_no":346,"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_snow-hag/"},{"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":"thread-bound-constrictor-snake","desc":"","name":"Thread-Bound Constrictor Snake","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":60,"hit_dice":"8d12+8","speed":{"walk":30},"strength":19,"dexterity":14,"constitution":12,"intelligence":1,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.","name":"Constrict"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The snake is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the snake must succeed on a Constitution saving throw against the caster's spell save DC or return to the textile to which it is bound for 1 minute.","name":"Antimagic Susceptibility"},{"desc":"The snake is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The snake's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The snake can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.","name":"Shifting Form"}],"spell_list":[],"page_no":353,"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_thread-bound-constrictor-snake/"},{"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":"ghoul-darakhul","desc":"","name":"Ghoul, Darakhul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"scale mail; 18 with shield","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":16,"dexterity":17,"constitution":14,"intelligence":14,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.","attack_bonus":5,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.","attack_bonus":5,"damage_dice":"2d6"},{"name":"War Pick","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Darakhul Fever","desc":"spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:\n\n1-9 None; victim is simply dead\n\n10-16 Ghoul\n\n17-20 Ghast\n\n21+ Darakhul"}],"spell_list":[],"page_no":216,"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_ghoul-darakhul/"},{"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":"imy-ut-ushabti","desc":"_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.","name":"Imy-Ut Ushabti","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"Common (Ancient Nurian)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Ceremonial Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Vomit Swarm (1/Day)","desc":"The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"},{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."},{"name":"Rent wrappings","desc":"A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."}],"spell_list":[],"page_no":256,"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_imy-ut-ushabti/"},{"slug":"jba-fofi-spider","desc":"_A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color._  \nThe j’ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin.  \n**Spider Pack Leaders.** The youngest are yellow in color, but their hairs turn brown as they age. Immature j’ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam.  \n**Fond of Camouflage.** The natural coloring of a j’ba fofi, along with its proficiency at camouflage—their hair-like bristles are usually covered in a layer of leaves—makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs.","name":"J'ba Fofi Spider","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"walk":40,"climb":40},"strength":17,"dexterity":17,"constitution":15,"intelligence":4,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 11","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.","attack_bonus":5,"damage_dice":"1d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Jungle Stealth","desc":"The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain."},{"name":"Camouflaged Webs","desc":"It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage)."},{"name":"Spider Climb","desc":"The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Spider Symbiosis","desc":"No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi)."},{"name":"Web Sense","desc":"While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The j'ba fofi ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":362,"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_jba-fofi-spider/"},{"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":"mindrot-thrall","desc":"_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._  \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own.  \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.  \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack.  \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.","name":"Mindrot Thrall","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":17,"intelligence":11,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and piercing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"charmed, frightened, poisoned","senses":"tremorsense 30 ft., passive Perception 12","languages":"understands Common but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mindrot thrall makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Acid Breath (Recharge 4-6)","desc":"The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores."},{"name":"Mindrot Spores","desc":"Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fungal Aura","desc":"A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores."}],"spell_list":[],"page_no":290,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mindrot-thrall/"},{"slug":"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/"},{"slug":"pombero","desc":"_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._  \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People.  \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet.  \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.","name":"Pombero","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":16,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The pombero uses Charming Touch if able, and makes two fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).","attack_bonus":5,"damage_dice":"2d6"},{"name":"Charming Touch (recharge 5-6)","desc":"The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately."},{"name":"Invisibility","desc":"The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast's Voice","desc":"The pombero can magically speak with any beast and can perfectly mimic beast sounds."},{"name":"Twisted Limbs","desc":"The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain."},{"name":"Sneak Attack (1/turn)","desc":"The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll."},{"name":"Soft Step","desc":"The pombero has advantage on Dexterity (Stealth) checks in forest terrain."}],"spell_list":[],"page_no":313,"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_pombero/"},{"slug":"sluagh-swarm","desc":"_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.","name":"Sluagh Swarm","size":"Medium","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":54,"hit_dice":"12d8","speed":{"walk":30,"fly":50},"strength":6,"dexterity":16,"constitution":11,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.","attack_bonus":5,"damage_dice":"8d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage","desc":"They travel in swarms for a reason."},{"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 fey. The swarm can't regain hit points or gain temporary hit points."},{"name":"Shadowy Stealth","desc":"While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":376,"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_sluagh-swarm/"},{"slug":"spire-walker","desc":"_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._  \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts.  \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.  \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.  \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game.  \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.","name":"Spire Walker","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":38,"hit_dice":"11d4+22","speed":{"walk":20},"strength":3,"dexterity":18,"constitution":14,"intelligence":11,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Lightning Dart","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Energized Body","desc":"A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage."},{"name":"Innate Spellcasting","desc":"the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave"},{"name":"Steeple Step","desc":"The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature."}],"spell_list":[],"page_no":367,"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_spire-walker/"},{"slug":"stygian-fat-tailed-scorpion","desc":"_The black carapace gleams in the desert sun, and its tail drips translucent venom. Even the largest lion avoids this scorpion._  \n**Highly Venomous.** Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting.  \n**Pit Traps.** A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than 5 pounds for the largest specimens—they make excellent guard animals that require little food or care, and are often kept at the bottom of pits or in rarely used tunnels.  \n**Valuable Venom.** A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.","name":"Stygian Fat-Tailed Scorpion","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":10,"hit_dice":"4d4","speed":{"walk":30,"climb":20},"strength":3,"dexterity":16,"constitution":10,"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":null,"skills":{},"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 scorpion makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","attack_bonus":5,"damage_dice":"1"},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.","attack_bonus":5,"damage_dice":"6d6+1"}],"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_stygian-fat-tailed-scorpion/"},{"slug":"venomous-mummy","desc":"_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._  \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess.  \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace.  \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.","name":"Venomous Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":7,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Venomous Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).","attack_bonus":5,"damage_dice":"2d6+7"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Selket's Venom","desc":"The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic."},{"name":"Toxic Smoke","desc":"The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw."}],"spell_list":[],"page_no":299,"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_venomous-mummy/"},{"slug":"wolf-reaver-dwarf","desc":"","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"dwarf","group":null,"alignment":"any chaotic","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":35},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6,"intimidation":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes two melee or ranged attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Danger Sense","desc":"The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated."},{"name":"Dwarven Resistance","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attacks if at least one of the dwarf's allies is within 5 feet of the target and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":426,"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_wolf-reaver-dwarf/"},{"slug":"basilisk","desc":"","name":"Basilisk","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":2,"wisdom":8,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.","attack_bonus":5,"damage_dice":"2d6+2d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Petrifying Gaze","desc":"If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.\nA creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.\nIf the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze."}],"spell_list":[],"page_no":265,"environments":["Desert","Mountains","Ruin","Jungle","Hills","Mountain","Caverns","Plane Of Earth"],"img_main":"http://api.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/basilisk.png","document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_basilisk/"},{"slug":"bearded-devil","desc":"","name":"Bearded Devil","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":15,"intelligence":9,"wisdom":11,"charisma":11,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Infernal, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The devil makes two attacks: one with its beard and one with its glaive."},{"name":"Beard","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":2},{"name":"Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":5,"damage_dice":"1d10","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."},{"name":"Steadfast","desc":"The devil can't be frightened while it can see an allied creature within 30 feet of it."}],"spell_list":[],"page_no":274,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bearded-devil/"},{"slug":"doppelganger","desc":"","name":"Doppelganger","size":"Medium","type":"Monstrosity","subtype":"shapechanger","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":11,"dexterity":18,"constitution":14,"intelligence":11,"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":{"deception":6,"insight":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The doppelganger makes two melee attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d6","damage_bonus":4},{"name":"Read Thoughts","desc":"The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. 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 its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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":"Ambusher","desc":"The doppelganger has advantage on attack rolls against any creature it has surprised."},{"name":"Surprise Attack","desc":"If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.","attack_bonus":0,"damage_dice":"3d6"}],"spell_list":[],"page_no":279,"environments":["Underdark","Urban","Sewer","Forest","Grassland","Ruin","Laboratory","Hills","Shadowfell","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_doppelganger/"},{"slug":"giant-scorpion","desc":"","name":"Giant Scorpion","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":15,"dexterity":13,"constitution":15,"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":"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 only one target.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Multiattack","desc":"The scorpion makes three attacks: two with its claws and one with its sting."},{"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, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":378,"environments":["Desert","Jungle","Shadowfell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-scorpion/"},{"slug":"knight","desc":"**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.","name":"Knight","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":18,"armor_desc":"plate","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":11,"constitution":14,"intelligence":11,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any one language (usually Common)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight makes two melee attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","attack_bonus":2,"damage_dice":"1d10"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":400,"environments":["Temple","Urban","Hills","Mountains","Grassland","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_knight/"},{"slug":"manticore","desc":"","name":"Manticore","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":30,"fly":50},"strength":17,"dexterity":16,"constitution":17,"intelligence":7,"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":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Tail Spike","desc":"Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"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":329,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Grassland","Forest","Arctic","Jungle","Hills","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_manticore/"},{"slug":"mummy","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":"Mummies","alignment":"lawful evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy can use its Dreadful Glare and makes one attack with its rotting fist."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","attack_bonus":5,"damage_dice":"2d6","damage_bonus":3},{"name":"Dreadful Glare","desc":"The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":333,"environments":["Temple","Desert","Shadowfell","Ruin","Tomb"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mummy/"},{"slug":"nightmare","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+2d6","damage_bonus":4},{"name":"Ethereal Stride","desc":"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Confer Fire Resistance","desc":"The nightmare can grant resistance to fire damage to anyone riding it."},{"name":"Illumination","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."}],"spell_list":[],"page_no":336,"environments":["Abyss","Shadowfell","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_nightmare/"},{"slug":"phase-spider","desc":"A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.","name":"Phase Spider","size":"Large","type":"Monstrosity","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d10+5","speed":{"walk":30,"climb":30},"strength":15,"dexterity":15,"constitution":12,"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":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","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 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":385,"environments":["Hill","Underdark","Urban","Astral Plane","Mountains","Grassland","Forest","Ruin","Ethereal Plane","Feywild","Shadowfell","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_phase-spider/"},{"slug":"abbanith-giant","desc":"This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws._  \n**Ancient Giants of the Deep.** Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor.  \n**Consummate Diggers.** Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature.  \n**Allies of the Earth.** For as long as either race can remember, abbanith giants have been allies of the Open Game License","name":"Abbanith Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"burrow":30,"walk":40},"strength":20,"dexterity":9,"constitution":17,"intelligence":10,"wisdom":13,"charisma":11,"strength_save":7,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 120 ft., passive Perception 11","languages":"Giant, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The abbanith giant makes two thumb claw attacks."},{"name":"Thumb Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":7,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":[{"name":"Earth Counter (Recharge 6)","desc":"When a creature the abbanith can see within 30 feet of it casts a spell, the abbanith counters it. This reaction works like the counterspell spell, except the abbanith can only counter spells that directly affect or create earth or stone, such as stone shape, wall of stone, or move earth, and it doesn't need to make a spellcasting ability check, regardless of the spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"One with the Earth","desc":"The abbanith giant can detect the flows and rhythms of the earth—including things that interfere with these rhythms, such as earthquakes and magical anomalies. As a result, the abbanith giant can't be surprised by an opponent that is touching the ground. In addition, the giant has advantage on attack rolls against constructs and elementals made of earth or stone."},{"name":"Siege Monster","desc":"The giant deals double damage to objects and structures and triple damage to objects and structures made of earth or stone."}],"spell_list":[],"page_no":170,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_abbanith-giant/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"}]}