{"count":278,"next":"https://api.open5e.com/v1/monsters/?cr=3&ordering=perception&page=5","previous":"https://api.open5e.com/v1/monsters/?cr=3&ordering=perception&page=3","results":[{"slug":"fungi-mush-marcher","desc":"","name":"Fungi, Mush Marcher","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":20},"strength":16,"dexterity":12,"constitution":16,"intelligence":7,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60' (blind beyond), passive Perception 14","languages":"understands Common, + one language known by its grower, but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Spore-Laced Claw attacks or one Mycelial Harpoon attack and one Spore-Laced Claw attack."},{"name":"Mycelial Harpoon","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 15/30' one target 10 (2d6+3) piercing damage and harpoon sticks in target if it is a Med or smaller creature. While harpoon is stuck target: 7 (2d6) piercing damage at start of each of its turns marcher can't make Mycelial Harpoon attacks vs. others and target and marcher can't move over 30' from each other. A creature including target can take its action to detach harpoon via DC 13 Str check. Or mycelial thread connecting marcher to harpoon can be attacked and destroyed (AC 12; hp 10; vulnerability to thunder; immunity to bludgeoning poison and psychic) dislodging harpoon into unoccupied space within 5 ft. of target and preventing marcher from using Recall Harpoon."},{"name":"Spore-Laced Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage + 9 (2d8) poison."},{"name":"Slowing Spores (Recharge 5-6)","desc":"Releases spores from its cap. Each creature within 20' of the mush marcher: 18 (4d8) poison and is poisoned (DC 13 Con half damage and isn't poisoned). While poisoned this way creature's speed is halved. A poisoned creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Recall Harpoon","desc":"Pulls on the mycelial threads connecting it to its harpoon returning the harpoon to its empty hand. If harpoon is stuck in a creature that creature must make DC 13 Str save or be pulled up to 15 ft. toward marcher."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing","desc":"Advantage on hearing Wis (Perception) checks."},{"name":"Partial Echolocation","desc":"Its blindsight is reduced to 10 ft. while deafened."}],"spell_list":[],"page_no":192,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_fungi-mush-marcher/"},{"slug":"gullkin-hunter","desc":"","name":"Gullkin Hunter","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":20,"fly":30,"swim":30},"strength":12,"dexterity":17,"constitution":15,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Aquan, Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Beak and one Shortsword or two Shortbows."},{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage."},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit 80/320' one target 6 (1d6+3) piercing damage."},{"name":"Tempest Breath (Recharges: Short/Long Rest)","desc":"Exhales lungful of air in 15 ft. cone. Each creature in that area pushed up to 15 ft. away from gullkin (DC 12 Str negates)."}],"bonus_actions":[{"name":"Mark Quarry (Recharges: Short/Long Rest)","desc":"Marks a creature as its quarry. Whenever hunter hits marked creature with weapon attack deals extra 1d6 damage to target."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The gullkin can hold its breath for 5 min."}],"spell_list":[],"page_no":223,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gullkin-hunter/"},{"slug":"swarm-swamp-slirghs","desc":"","name":"Swarm, Swamp Slirghs","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":10,"armor_desc":"","hit_points":66,"hit_dice":"12d10","speed":{"walk":30,"swim":40},"strength":17,"dexterity":11,"constitution":10,"intelligence":7,"wisdom":15,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"Aquan, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage + 9 (2d8) poison or 7 (2d6) piercing damage + 4 (1d8) poison if the swarm has half its hp or fewer."},{"name":"Spit Swamp Sludge","desc":"Ranged Weapon Attack: +5 to hit 20/60' one target 18 (4d8) poison or 9 (2d8) poison if the swarm has half its hp or fewer."},{"name":"Soggy Relocation (Recharge 5-6)","desc":"While at least one creature is in swarm's space swarm uses Puddle Jump attempting to pull one creature along for the ride. Target magically teleported with swarm to swarm's destination (DC 13 Str negates)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Puddle Jump","desc":"Once on its turn can use 10 ft. of its move to step magically through body of water within reach and emerge from 2nd body of water within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd. If in Huge or larger body of water can teleport to another location within same body of water."},{"name":"Stench","desc":"Any creature that starts its turn within 5 ft. of swarm: poisoned until start of its next turn. (DC 12 Con negates and creature immune to swarm's Stench for 24 hrs)."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_swarm-swamp-slirghs/"},{"slug":"swarm-vampire-blossom","desc":"","name":"Swarm, Vampire Blossom","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":82,"hit_dice":"11d10+22","speed":{"walk":20,"fly":10},"strength":3,"dexterity":19,"constitution":14,"intelligence":3,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"psychic","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 12","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Petal Slashes","desc":"Melee Weapon Attack: +6 to hit, 0 ft., one creature, in the swarm's space. 18 (4d8) slashing damage or 9 (2d8) slashing damage if the swarm has half its hp or fewer. Target must make a DC 13 Con save reducing its hp max by an amount equal to damage taken on a failed save or by half as much if made. This reduction lasts until creature finishes a long rest. Target dies if this reduces its hp max to 0."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"Has advantage on melee attack rolls vs. any creature that doesn't have all its hp."},{"name":"Blood Sense","desc":"Can pinpoint by scent location of creatures that aren't constructs or undead within 30' of it. Swarm is otherwise blind."},{"name":"False Appearance","desc":"While motionless indistinguishable from carpet of flower petals."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny plant. Swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":364,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_swarm-vampire-blossom/"},{"slug":"destroyer","desc":"The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army._  \nThe largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes.  \n**Shield Wall.** Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect.  \n**Necrotic Lore.** Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.","name":"Destroyer","size":"Medium","type":"Humanoid","subtype":"satarre","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"scale mail","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":17,"intelligence":10,"wisdom":10,"charisma":13,"strength_save":5,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"athletics":5,"history":2,"intimidation":3,"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The satarre destroyer makes two attacks: one with its greataxe and one with its claw."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Greataxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 4 (1d8) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","attack_bonus":5,"damage_dice":"1d12+3"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Commander","desc":"As a bonus action, the destroyer commands an undead ally within 30 feet of it to use a reaction to make one attack against a creature the destroyer attacked this round."},{"name":"Void Strength","desc":"The destroyer has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious."},{"name":"Void Weapons","desc":"The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_destroyer/"},{"slug":"mystic","desc":"Dressed in clean, dark robes, its claws swirling in arcane gestures, the pale reptilian sends a bolt of energy from the Void at its foes._  \nSatarre mystics are creatures with tight awareness of nearby living creatures’ fates. They rely on magic and the ability to speak words of decay to control lesser creatures. Mystics’ minds are always turned to destruction and death, though they hold their own lives more dear than that of their fellow satarres, be they non-combatant drones, rampaging destroyers, or others.  \n**Easily Distracted.** Satarre mystics are known for their ability to ponder and cogitate on larger concerns, even in the midst of a conversation with strangers or a battle with foes. Sometimes these distractions lead them to a great insight and a clever countermove; other times they are easily surprised, captured, or fooled by a shining bit of magic or an unknown arcane device.  \n**Perpetual Incantations.** Satarre mystics seem to somehow maintain a steady stream of muttered sounds. Sometimes these take a brief physical form, such as a glowing rune of destruction that circles a mystic’s head or drifts from its maker and falls apart in midair.  \n**Planar Lore and Tools.** Satarre mystics are well-versed in angelic, elemental, and fiendish magic and other arcana, although they do not perform all of these themselves. They often find and use magical items looted from their victims, or command elemental or fiendish minions using Void Speech.","name":"Mystic","size":"Medium","type":"Humanoid","subtype":"satarre","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"hide armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":12,"dexterity":14,"constitution":16,"intelligence":17,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"arcana":5,"intimidation":3,"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice."},{"name":"Void Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Void Bolt","desc":"Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.","attack_bonus":5,"damage_dice":"2d8"},{"name":"Unveil (1/Day)","desc":"The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn."}],"bonus_actions":null,"reactions":[{"name":"Void Deflection","desc":"When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keeper of Secrets","desc":"The satarre mystic has advantage on all Intelligence (Arcana) checks related to the planes and planar travel."},{"name":"Levitate","desc":"As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn't need to concentrate to continue levitating each round."},{"name":"Planar Commander","desc":"As a bonus action, the mystic commands an angel, elemental, or fiend ally within 30 feet of it to use a reaction to make one attack against a creature that dealt damage to the mystic in the previous round."},{"name":"Void Fortitude","desc":"If damage reduces the satarre mystic 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 satarre mystic drops to 1 hp instead."},{"name":"Void Weapons","desc":"The satarre's weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack)."}],"spell_list":[],"page_no":316,"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_mystic/"},{"slug":"snake-with-a-hundred-mage-hands","desc":"The small snake slithers forward. As it nears a door, spectral hands appear all around it, opening and pushing the door to allow the snake entry._  \n**Pet Project.** Thieves’ guilds with magically inclined members often imbue particularly crafty snakes with keen intelligence, telepathy, and the ability to summon dozens of mage hands to aid the guild. The small, stealthy creatures are capable of carrying out heists that are logistically impractical for humanoids due to their bulk. Predictably, the clever reptiles often escape their creators and carve out small territories for themselves in the more disreputable parts of cities where their true identities won’t easily be discovered.  \n**Mischievous Thieves.** Snakes with a hundred mage hands are known for their mischievous nature. Many are kleptomaniacs and swindlers, using their talents to deceive humanoids and steal objects they find pleasing.","name":"Snake with a Hundred Mage Hands","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"15d6+15","speed":{"swim":30,"walk":30,"climb":30},"strength":8,"dexterity":18,"constitution":12,"intelligence":18,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The snake with a hundred mage hands makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft. creature. Hit: 9 (2d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Flying Fists (Recharge 5-6)","desc":"The snake unleashes a flurry of spectral punches in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disruptive Ploy","desc":"As a bonus action, the snake performs a minor ploy with its mage hands against a target it can see within 30 feet of it. The target must succeed on a DC 14 Dexterity saving throw or have disadvantage on its next ability check, attack roll, or saving throw (the snake's choice) as the snake magically removes the target's helmet, upends the target's quiver, or performs some other form of distraction."},{"name":"One Hundred Mage Hands","desc":"The snake is surrounded by one hundred, magical, spectral hands. The hands can't be targeted by spells or attacks and are immune to damage. The hands float within 30 feet of the snake and move with their serpent commander. The snake can decide if the hands are visible. Each hand can carry an object weighing up to 10 pounds and no more than three hands can work in tandem to carry one larger object. The snake's Dexterity (Sleight of Hand) checks have a range of 30 feet. Whenever the snake makes a Dexterity (Sleight of Hand) check, it can make up to four such checks as part of the same action, but each check must be against a different target. The snake can perform actions normally restricted to creatures with hands, such as opening a door, stirring a bowl of soup, or carrying a lantern. The hands can't wield weapons or shields or make attacks, except as part of the snake's Flying Fists action."}],"spell_list":[],"page_no":333,"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_snake-with-a-hundred-mage-hands/"},{"slug":"vine-golem","desc":"A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._  \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems.  \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator.  \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.","name":"Vine Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"climb":30,"walk":30},"strength":12,"dexterity":18,"constitution":17,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":6},"damage_vulnerabilities":"slashing","damage_resistances":"bludgeoning and piercing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The vine golem makes two thorned vine attacks."},{"name":"Thorned Vine","desc":"Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Thorned Embrace","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.","attack_bonus":6,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction."},{"name":"Creator's Eyes and Ears","desc":"As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master."},{"name":"Immutable Form","desc":"The vine golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The vine golem has advantage on saving throws against spells and other magical effects."},{"name":"Plant Camouflage","desc":"The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life."}],"spell_list":[],"page_no":181,"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_vine-golem/"},{"slug":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ahu-nixta/"},{"slug":"dark-eye","desc":"","name":"Dark Eye","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"breastplate","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":9,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dark eye makes two attacks with its dagger.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark eye has advantage on saving throws against being charmed or frightened.","name":"Dark Devotion"},{"desc":"When a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.","name":"Gaze of Shadows"},{"desc":"While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"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_dark-eye/"},{"slug":"preta","desc":"","name":"Preta","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":15,"dexterity":14,"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":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The preta uses its Blood Siphon. It then makes two attacks with its claws.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"},{"desc":"The preta magically draws the blood from a target it can see within 30 feet into its ever-hungry mouth. The target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) points of necrotic damage. The preta regains hp equal to half the necrotic damage dealt.","name":"Blood Siphon"},{"desc":"The preta magically enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","name":"Etherealness"},{"desc":"The preta turns invisible until it attacks or uses Blood Siphon, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage, leaving it traceable only by magic. Any equipment the preta wears or carriers is invisible with it. While invisible, the preta can create small illusory sounds and images like the minor illusion spell except it can create either two images, two sounds, or one sound and one image.","name":"Hidden Illusionist"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The preta can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"}],"spell_list":[],"page_no":411,"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_preta/"},{"slug":"skull-drake","desc":"","name":"Skull Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"burrow":10,"fly":60,"walk":40},"strength":16,"dexterity":17,"constitution":16,"intelligence":8,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"intimidation":2,"perception":3,"stealth":5},"damage_vulnerabilities":"radiant","damage_resistances":"poison","damage_immunities":"necrotic","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The skull drake makes two bite attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","name":"Bite"},{"desc":"The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.","name":"Necrotic Breath (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The skull drake has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"While in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":343,"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_skull-drake/"},{"slug":"werebat","desc":"","name":"Werebat","size":"Medium","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"in humanoid form, 14 (natural armor) in bat or hybrid form","hit_points":66,"hit_dice":"12d8+12","speed":{"fly":50,"walk":30},"strength":12,"dexterity":16,"constitution":12,"intelligence":10,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common (can't speak in bat form)","challenge_rating":"3","cr":3.0,"actions":[{"desc":"In humanoid form, the werebat makes two mace attacks. In hybrid form, it makes two attacks: one with its bite and one with its claws or mace.","name":"Multiattack (Humanoid or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebat lycanthropy.","name":"Bite (Bat or Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.","name":"Claws (Hybrid Form Only)"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.","name":"Mace (Humanoid Form Only)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The werebat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The werebat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"},{"desc":"The werebat can use its action to polymorph into a bat-humanoid hybrid or into a Medium-sized bat, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form with the exception that only its true and bat forms retain its flying speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"},{"desc":"While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":258,"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_werebat/"},{"slug":"jaculus","desc":"_This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees._  \nThe jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.  \n**Leapers.** Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary.  \n**Teamwork Thievery.** Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after.","name":"Jaculus","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6+30","speed":{"walk":20,"climb":20,"fly":10},"strength":14,"dexterity":18,"constitution":17,"intelligence":13,"wisdom":13,"charisma":13,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":3,"skills":{"acrobatics":6,"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"acid, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The jaculus makes one jaws attack and one claws attack."},{"name":"Jaws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d4"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spearhead","desc":"If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage."}],"spell_list":[],"page_no":258,"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_jaculus/"},{"slug":"mahoru","desc":"_“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”_  \nA hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.  \n**Valuable Teeth and Fur.** Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.  \n**Iceberg Hunters.** Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.  \n**Work in Pairs and Packs.** Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.","name":"Mahoru","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":10,"swim":60},"strength":18,"dexterity":19,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.","attack_bonus":6,"damage_dice":"3d10"},{"name":"Roar","desc":"When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours."},{"name":"Vorpal Bite","desc":"a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:\n\n1-2: right hand\n\n3-4: left hand\n\n5-6: right food\n\n7-8: left foot\n\n9: right forearm\n\n10: left forearm\n\n11: right lower leg\n\n12: left lower leg"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The mahoru can breathe air and water."},{"name":"Keen Sight and Smell","desc":"The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell."},{"name":"Pack Tactics","desc":"The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Blood Frenzy","desc":"The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points."}],"spell_list":[],"page_no":281,"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_mahoru/"},{"slug":"mbielu","desc":"_This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail._  \n_**Large Plates.**_ People describe this reptilian herbivore as “the animal with planks growing out of its back.” The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields.  \n_**Aquatic Herbivore.**_ An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again.  \n_**Toxic Alchemy.**_ Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic contact poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin.","name":"Mbielu","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":30,"swim":20},"strength":19,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":[{"name":"Rollover","desc":"If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Toxic Skin","desc":"A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws."}],"spell_list":[],"page_no":114,"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_mbielu/"},{"slug":"prismatic-beetle-swarm","desc":"_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._  \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items.  \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.  \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.","name":"Prismatic Beetle Swarm","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"burrow":5,"fly":30},"strength":3,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.","attack_bonus":5,"damage_dice":"4d4"}],"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 insect. The swarm can't regain hit points or gain temporary hit points."},{"name":"Glittering Carapace","desc":"The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness."}],"spell_list":[],"page_no":375,"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_prismatic-beetle-swarm/"},{"slug":"killer-whale","desc":"","name":"Killer Whale","size":"Huge","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d12+12","speed":{"swim":60},"strength":19,"dexterity":10,"constitution":13,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 120 ft., passive Perception 13","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Echolocation","desc":"The whale can't use its blindsight while deafened."},{"name":"Hold Breath","desc":"The whale can hold its breath for 30 minutes"},{"name":"Keen Hearing","desc":"The whale has advantage on Wisdom (Perception) checks that rely on hearing."}],"spell_list":[],"page_no":383,"environments":["Underwater","Water"],"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_killer-whale/"},{"slug":"owlbear","desc":"","name":"Owlbear","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":40},"strength":20,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The owlbear makes two attacks: one with its beak and one with its claws."},{"name":"Beak","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d10","damage_bonus":5},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight and Smell","desc":"The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell."}],"spell_list":[],"page_no":339,"environments":["Jungle","Hills","Feywild","Mountains","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_owlbear/"},{"slug":"wight","desc":"","name":"Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":15,"dexterity":14,"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":3,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."},{"name":"Life Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":2},{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":354,"environments":["Underdark","Swamp","Urban"],"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_wight/"},{"slug":"fungi-void-fungus","desc":"","name":"Fungi, Void Fungus","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":16,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"understands Common and Void Speech but can't speak, telepathy 60'","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"2 Poisonous Mycelium or Psychic Blasts. If it hits one creature with both Blasts target charmed 1 min (DC 13 Cha negates) and can re-save at end of each of its turns success ends effect on itself."},{"name":"Poisonous Mycelium","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) piercing damage + 7 (2d6) poison and poisoned until end of its next turn (DC 13 Con not poisoned.)"},{"name":"Psychic Blast","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 12 (2d8+3) psychic."},{"name":"Consume Energy","desc":"Hair-like tendrils dangling from its cap flash as it draws psychic energy from creature it can see within 30' of it. Target 18 (4d8) psychic (DC 13 Cha half). Fungus regains equal hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from patch of glowing fungus."},{"name":"Illumination","desc":"Sheds dim light in a 10 ft. radius."}],"spell_list":[],"page_no":193,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_fungi-void-fungus/"},{"slug":"minotaur-ravening","desc":"","name":"Minotaur, Ravening","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40},"strength":18,"dexterity":11,"constitution":16,"intelligence":6,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 17","languages":"Giant, Minotaur","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage and minotaur gains temp hp equal to damage. Target: DC 13 Con save or infected with ravening (below)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) slashing damage."},{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (2d8+4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If it moves 10 ft.+ straight to foe and hits with gore attack on same turn target takes an extra 9 (2d8) piercing damage. If the target is a creature it must make DC 14 Str save or be pushed up to 10 ft. away and knocked prone."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Labyrinthine Recall","desc":"Can perfectly recall any path it has traveled."},{"name":"Ravening Hunger","desc":"When it reduces a creature to 0 hp with melee attack on its turn can take a bonus action to consume creature's heart. Its hp max increases by 5 for every ten hearts it consumes in this way."},{"name":"Ravening Madness","desc":"Disadvantage on Int checks and saves. Considers every creature hostile and doesn't benefit from Help action or similar spells/effects that involve help to/from friendly creatures. Doesn't stop spellcaster from restoring hp to it or curing ravening with magic."},{"name":"Reckless","desc":"At the start of its turn it can choose to have advantage on all melee weapon attack rolls it makes during that turn but attack rolls vs. it have advantage until the start of its next turn."}],"spell_list":[],"page_no":272,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_minotaur-ravening/"},{"slug":"npc:-frost-afflicted","desc":"","name":"Npc: Frost-Afflicted","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":13,"dexterity":14,"constitution":15,"intelligence":12,"wisdom":17,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"exhaustion, petrified","senses":"passive Perception 13","languages":"any one language (usually Common)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Frigid Punch or Frost Bolt attacks."},{"name":"Frigid Punch","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) bludgeoning damage and 5 (2d4) cold."},{"name":"Frost Bolt","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 8 (2d4+3) cold."}],"bonus_actions":null,"reactions":[{"name":"Frigid Flare","desc":"When a creature hits the frost-afflicted with weapon attack ice bursts from the frost-afflicted. Each creature within 5 ft. of the frost-afflicted must make a DC 13 Con save taking 5 (2d4) cold on a failed save or half damage if made."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Burning Cold","desc":"A creature with resistance to cold doesn't have resistance to the cold dealt by the frost-afflicted. A creature with immunity to cold is unaffected by this trait."},{"name":"Icy Nature","desc":"The frost-afflicted is infused with minor elemental power and it requires only half the amount of food and drink that a typical humanoid of its size needs."}],"spell_list":[],"page_no":408,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-frost-afflicted/"},{"slug":"alpha-fish","desc":"A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature._  \nAlpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather.  \n**Dazzling Dominance.** Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking.  \n**Aggressive.** If intimidation doesn’t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don’t recognize.  \n**Valuable.** Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish’s scales are valuable spell components.","name":"Alpha Fish","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":59,"hit_dice":"7d10+21","speed":{"walk":0,"swim":50},"strength":16,"dexterity":13,"constitution":16,"intelligence":1,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"intimidation":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The alpha fish uses its Fin Flare. It then makes two headbutt attacks."},{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Fin Flare","desc":"The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the alpha fish's Fin Flare for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Defensive Frenzy","desc":"When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action."},{"name":"Frightening Display","desc":"When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn."},{"name":"Too Aggressive","desc":"The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions."},{"name":"Water Breathing","desc":"The fish can breathe only under water."}],"spell_list":[],"page_no":14,"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_alpha-fish/"},{"slug":"bloodsapper","desc":"This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._  \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License","name":"Bloodsapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"climb":20},"strength":16,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"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+3"},{"name":"Draining Tongue","desc":"Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Bloody Breath (Recharge Special)","desc":"The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature 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. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Scent","desc":"A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp."}],"spell_list":[],"page_no":44,"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_bloodsapper/"},{"slug":"catscratch","desc":"The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat’s place, casting a mad gaze._  \n**Not of This World.** A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid.  \n**Summoned by Rage.** An infected cat doesn’t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size, turning into a catscratch intent on destroying everything in sight.","name":"Catscratch","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d12+24","speed":{"climb":15,"walk":30},"strength":18,"dexterity":14,"constitution":17,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The catscratch makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A felid or feline humanoid that fails this saving throw contracts catscratch fugue.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Vomit (Recharge 5-6)","desc":"The catscratch vomits poisonous bile in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save or half as much damage on a successful one. A felid or feline humanoid that fails this saving throw contracts catscratch fugue."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The catscratch has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Nine Lives (Recharges after a Short or Long Rest)","desc":"When the catscratch would be reduced to 0 hp, it instead drops to 9 hp."},{"name":"Pounce","desc":"If the catscratch moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the catscratch can make one bite attack against it as a bonus action."}],"spell_list":[],"page_no":58,"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_catscratch/"},{"slug":"cave-drake","desc":"Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below._  \nHighly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey.  \n**Patient Predator.** An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake.  \n**Solitary Hunter.** The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or in other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season, when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out.  \n**Hoards.** Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.","name":"Cave Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"climb":30,"walk":30},"strength":17,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cave drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Blinding Spit (Recharge 5-6)","desc":"Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised."},{"name":"Keen Smell","desc":"The cave drake has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Spider Climb","desc":"The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Stone Camouflage","desc":"The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":55,"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_cave-drake/"},{"slug":"corpse-worm","desc":"A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike._  \nThese creatures prowl deep caverns, seeking flesh to devour.  \n**Eaters of the Dead.** The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed.  \n**Ignore the Unliving.** While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops.  \n**Slimy Eggs.** A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.","name":"Corpse Worm","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":30,"climb":30},"strength":16,"dexterity":12,"constitution":19,"intelligence":1,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the corpse worm can't bite another target or use its Regurgitate reaction. The target must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Swallow","desc":"The corpse worm makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and effects outside the corpse worm, and it takes 10 (3d6) acid damage at the start of each of the corpse worm's turns. The corpse worm can have only one creature swallowed at a time. If the corpse worm takes 20 damage or more on a single turn from the swallowed creature, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the worm. If the corpse worm dies, the target is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."}],"bonus_actions":null,"reactions":[{"name":"Regurgitate (Recharge 5-6)","desc":"When a creature the corpse worm can see hits it with an attack while within 10 feet of it, the corpse worm regurgitates a portion of its stomach contents on the attacker. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the corpse worm has a swallowed creature when it uses this reaction, the worm must succeed on a DC 14 Constitution saving throw or also regurgitate the swallowed creature, which falls prone in a space within 5 feet of the target. If it regurgitates the swallowed creature, the target and the swallowed creature take 7 (2d6) acid damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The corpse worm has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":71,"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_corpse-worm/"},{"slug":"frost-mole","desc":"Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.","name":"Frost Mole","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d6+33","speed":{"burrow":30,"walk":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":3,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The frost mole has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Snow Burrower","desc":"The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."},{"name":"Snow Camouflage","desc":"The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Pit","desc":"If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."}],"spell_list":[],"page_no":390,"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_frost-mole/"},{"slug":"hodag","desc":"A creature covered in green and brown fur with a horned, frog-shaped head and spikes running along its back and tail stalks forward, its fanged face twisted in a leering grin._  \nHodags are carnivorous nocturnal predators that stalk temperate forests, hills, and plains.  \n**Taste for Domestic Life.** While fierce, hodags prefer to kill easy prey. Many stalk the lands outside farms, villages, and even small cities, attacking livestock, pets, and travelers. Hodags have been known to break down the doors of houses, barns, and other buildings to get at prey inside.  \n**Solo Hunters until Mating.** Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories.  \n**Impossible to Train.** Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.","name":"Hodag","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":14,"intelligence":3,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hodag makes three melee attacks, but can use its bite and horn attacks only once each."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Horns","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Territorial Display (Recharge 6)","desc":"The hodag rears and stomps on the ground then roars a territorial challenge. Each creature within 10 feet of the hodag must make a DC 14 Dexterity saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is also knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the hodag moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (2d4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."},{"name":"Improved Critical","desc":"The hodag's teeth, claws, horns, and tail spikes are extra sharp. These weapon attacks score a critical hit on a roll of 19 or 20."},{"name":"Keen Hearing and Smell","desc":"The hodag has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":200,"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_hodag/"},{"slug":"kelp-drake","desc":"The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws._  \n**Avarice and Opportunity.** Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects.  \n**Drawn to Disaster.** Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like Open Game License","name":"Kelp Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"swim":50,"walk":20},"strength":18,"dexterity":14,"constitution":16,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":6,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack and one claw attack. If both attacks hit the same target, the drake can use its Deathroll on the target."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Deathroll","desc":"The kelp drake latches onto a Medium or smaller creature it can see within 5 feet of it and rolls itself and the target. The target must make a DC 13 Constitution saving throw. On a failure, the creature takes 7 (2d6) slashing damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned. The kelp drake can use this action only if both itself and the target are immersed in water."},{"name":"Binding Bile (Recharge 6)","desc":"The drake forcibly vomits a long line of bile-coated kelp that unravels in a 30-foot-long, 5-foot-wide line. Each target in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) acid damage and is restrained by kelp for 1 minute. On a success, a creature takes half the damage and isn't restrained. A creature, including the target, can take its action to remove the kelp by succeeding on a DC 13 Strength check. Alternatively, the kelp can be attacked and destroyed (AC 10; hp 3; immunity to bludgeoning, poison, and psychic damage)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aggressive","desc":"As a bonus action, the drake can move up to its speed toward a hostile creature that it can see."},{"name":"Limited Amphibiousness","desc":"The drake can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocation."}],"spell_list":[],"page_no":227,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_kelp-drake/"},{"slug":"pale-screamer","desc":"This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._  \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions.  \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes.  \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License","name":"Pale Screamer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d8+21","speed":{"swim":30,"walk":30},"strength":16,"dexterity":14,"constitution":17,"intelligence":7,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, cold, force","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 13","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed 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":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Scream of the Deep (Recharge 6)","desc":"The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The pale screamer can breathe air and water."}],"spell_list":[],"page_no":290,"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_pale-screamer/"},{"slug":"bronze-golem","desc":"","name":"Bronze Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":57,"hit_dice":"6d10+24","speed":{"walk":30},"strength":17,"dexterity":6,"constitution":18,"intelligence":1,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire; 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 14","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The golem makes two slam attacks.","name":"Multiattack"},{"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 and, if the target is a Medium or smaller creature, it is grappled (escape DC 13). The golem can only grapple one creature at a time.","name":"Slam"},{"desc":"The golem makes a slam attack against a target it is grappling as it opens a plate in its chest and exposes its arcane boiler. If the attack hits, the target is forced into the golem's boiler, and the grapple ends. While inside the boiler, the target is blinded and restrained, it has total cover against attacks and other effects outside the boiler, and it takes 14 (4d6) fire damage at the start of each of its turns. To escape, it or another creature must succeed on a DC 13 Strength (Athletics) check to open the boiler, freeing the target, which falls prone in a space within 5 feet of the golem. A bronze golem can only have one creature in its boiler at a time.","name":"Brazen Bull"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem's body is hot to the touch, thanks to the boiler inside its chest. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.","name":"Boiling Body"},{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The golem's weapon attacks are magical.","name":"Magic Weapons"}],"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_bronze-golem/"},{"slug":"edjet","desc":"","name":"Edjet","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"chain shirt","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":13,"charisma":13,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dragonborn edjet makes two melee or ranged attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.","name":"Halberd"},{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"},{"desc":"The dragonborn edjet exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the dragonborn edjet is within 5 feet of two allies that aren't incapacitated, it has advantage on saving throws against being frightened.","name":"Line of Battle"},{"desc":"Once per turn, the dragonborn edjet can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the edjet that isn't incapacitated.","name":"Martial Advantage"}],"spell_list":[],"page_no":0,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_edjet/"},{"slug":"peluda-drake","desc":"","name":"Peluda Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"burrow":20,"walk":30},"strength":17,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.","name":"Tail"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.","name":"Quill"},{"desc":"The peluda uses one of the following breath weapons:\nSteam Breath. The drake exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\nAcid Breath. The drake exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.","name":"Breath Weapons (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The peluda has 24 large, spiny quills and dozens of smaller ones. It uses a large quill every time it makes a quill attack or a creature is successfully damaged by its Spiky Hide. Used quills regrow when it finishes a long rest.","name":"Quill Regrowth"},{"desc":"A creature that touches the peluda or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage and 3 (1d6) poison damage.","name":"Spiky Hide"}],"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_peluda-drake/"},{"slug":"clockwork-huntsman","desc":"_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._  \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning.  \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance.  \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them.  \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down.  \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb.  \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.","name":"Clockwork Huntsman","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"20d8+20","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":12,"intelligence":4,"wisdom":10,"charisma":1,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Net Cannon","desc":"Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.","attack_bonus":4,"damage_dice":"0"},{"name":"Explosive Core","desc":"The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The clockwork huntsman is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork huntsman has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":63,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_clockwork-huntsman/"},{"slug":"duskthorn-dryad","desc":"_A duskthorn dryad is a striking woman with obvious fey features and skin the color of slate, often found in the shade of an ancient tree. Clothed in vines and leaves, it can be difficult to tell where one leaves off and the other begins._  \n**Creeper Vine Spirits.** Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees and use them as a home for their vines to cling to. They can travel through trees to escape their foes but must stay near their vines.  \n**Create Guardians.** Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. These defenders are linked to the tree and vines that animated them, are controlled by hearts within the tree. If the hearts are destroyed, the servants wither or scatter.","name":"Duskthorn Dryad","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic","armor_class":17,"armor_desc":"natural armor","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":10,"dexterity":20,"constitution":13,"intelligence":14,"wisdom":15,"charisma":24,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"deception":9,"nature":6,"perception":4,"persuasion":9,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:\n\nat will: dancing lights, druidcraft\n\n3/day each: charm person, entangle, invisibility, magic missile\n\n1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns"},{"name":"Magic Resistance","desc":"The dryad has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Beasts and Plants","desc":"The dryad can communicate with beasts and plants as if they shared a language."},{"name":"Tree Stride","desc":"Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger."},{"name":"Tree Dependent","desc":"The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual."}],"spell_list":[],"page_no":160,"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_duskthorn-dryad/"},{"slug":"mirager","desc":"_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._  \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind.  \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty.  \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.","name":"Mirager","size":"Medium","type":"Fey","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":7,"perception":4,"performance":9},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack.","desc":"The mirager makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Thirst Kiss","desc":"The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check."},{"name":"Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)","desc":"The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The mirager can use its action to polymorph into a Small or Medium humanoid, 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":"Innate Spellcasting","desc":"the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion"},{"name":"Enthralling Mirage","desc":"When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled."}],"spell_list":[],"page_no":291,"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_mirager/"},{"slug":"thursir-giant","desc":"_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._  \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.  \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.  \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.  \nThursir stand nine feet tall and weigh 600 lb.","name":"Thursir Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral evil (50%) lawful evil (50%)","armor_class":13,"armor_desc":"chain shirt","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40},"strength":19,"dexterity":10,"constitution":18,"intelligence":13,"wisdom":15,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarven, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The giant makes two warhammer attacks."},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Rock","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Runic Blood (3/day)","desc":"Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cast Iron Stomach","desc":"The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair."}],"spell_list":[],"page_no":227,"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_thursir-giant/"},{"slug":"blue-dragon-wyrmling","desc":"","name":"Blue Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"burrow":15,"fly":60},"strength":17,"dexterity":10,"constitution":15,"intelligence":12,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.","attack_bonus":5,"damage_dice":"1d10+1d6","damage_bonus":3},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":284,"environments":["Desert"],"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_blue-dragon-wyrmling/"},{"slug":"gold-dragon-wyrmling","desc":"","name":"Gold Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60,"swim":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":14,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":2,"charisma_save":5,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10","damage_bonus":4},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Grassland","Astral Plane","Ruin","Water"],"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_gold-dragon-wyrmling/"},{"slug":"green-hag","desc":"","name":"Green Hag","size":"Medium","type":"Fey","subtype":"","group":"Hags","alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":13,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"arcana":3,"deception":4,"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":4},{"name":"Illusory Appearance","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.\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. 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":"Invisible Passage","desc":"The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:\n\nAt will: dancing lights, minor illusion, vicious mockery"},{"name":"Mimicry","desc":"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check."},{"name":"Hag Coven","desc":"When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.\nA coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos."},{"name":"Shared Spellcasting (Coven Only)","desc":"While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:\n\n* 1st level (4 slots): identify, ray of sickness\n* 2nd level (3 slots): hold person, locate object\n* 3rd level (3 slots): bestow curse, counterspell, lightning bolt\n* 4th level (3 slots): phantasmal killer, polymorph\n* 5th level (2 slots): contact other plane, scrying\n* 6th level (1 slot): eye bite\n\nFor casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier."},{"name":"Hag Eye (Coven Only)","desc":"A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.\nA hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over."}],"spell_list":["https://api.open5e.com/v2/spells/dancing-lights/","https://api.open5e.com/v2/spells/minor-illusion/","https://api.open5e.com/v2/spells/vicious-mockery/","https://api.open5e.com/v2/spells/identify/","https://api.open5e.com/v2/spells/ray-of-sickness/","https://api.open5e.com/v2/spells/hold-person/","https://api.open5e.com/v2/spells/locate-object/","https://api.open5e.com/v2/spells/bestow-curse/","https://api.open5e.com/v2/spells/counterspell/","https://api.open5e.com/v2/spells/lightning-bolt/","https://api.open5e.com/v2/spells/phantasmal-killer/","https://api.open5e.com/v2/spells/polymorph/","https://api.open5e.com/v2/spells/contact-other-plane/","https://api.open5e.com/v2/spells/scrying/","https://api.open5e.com/v2/spells/eye-bite/"],"page_no":319,"environments":["Hill","Forest","Ruin","Swamp","Jungle","Feywild","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_green-hag/"},{"slug":"werewolf","desc":"","name":"Werewolf","size":"Medium","type":"Humanoid","subtype":"human","group":"Lycanthropes","alignment":"chaotic evil","armor_class":11,"armor_desc":"11 in humanoid form, 12 (natural armor) in wolf or hybrid form","hit_points":58,"hit_dice":"9d8+18","speed":{"notes":"40 ft. in wolf form","walk":30},"strength":15,"dexterity":13,"constitution":14,"intelligence":10,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"passive Perception 14","languages":"Common (can't speak in wolf form)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."},{"name":"Bite (Wolf or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.","attack_bonus":4,"damage_dice":"1d8","damage_bonus":2},{"name":"Claws (Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d4","damage_bonus":2},{"name":"Spear (Humanoid Form Only)","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","attack_bonus":4,"damage_dice":"1d6","damage_bonus":-2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shapechanger","desc":"The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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":"Keen Hearing and Smell","desc":"The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":328,"environments":["Hill","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_werewolf/"},{"slug":"fragrant-one","desc":"A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. Long antennae wave atop its bald head as its languid blue eyes observe its surroundings._  \n**Fairytale Fey.** A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions.  \n**Safety in Numbers.** Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.","name":"Fragrant One","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":11,"armor_desc":null,"hit_points":45,"hit_dice":"13d6","speed":{"walk":20,"climb":20},"strength":7,"dexterity":12,"constitution":10,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"deception":8,"insight":4,"perception":4,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Phrenic Antennae","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn.","attack_bonus":6,"damage_dice":"1d4+4"}],"bonus_actions":null,"reactions":[{"name":"Interpose Ally","desc":"When a creature the fragrant one can see targets it with an attack, the fragrant one can force a charmed ally within 5 feet of it to move between it and the attack. The charmed ally becomes the target of the attack instead. If the charmed ally takes damage from this attack, it can immediately repeat the Fragrant Aura's saving throw, ending the charmed condition on itself on a success."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fragrant Aura","desc":"The fragrant one emits a cloud of sweet-smelling pheromones within 20 feet of it. A giant, humanoid, or beast that starts its turn inside the aura must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a creature fails the saving throw three times in 1 hour, it is charmed for 1 day and obeys the fragrant one's verbal or telepathic commands. If the creature suffers harm from the fragrant one or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.\n\nThe fragrant one can have no more than six creatures charmed at a time. The fragrant one can end its charm on a creature at any time (no action required). If the fragrant one has six creatures charmed and a seventh creature fails its saving throw, the fragrant one can choose to release its charm on another creature to replace it with the new creature or to have the new creature unaffected by the aura."},{"name":"Strength in Numbers","desc":"The fragrant one grows more powerful when it has charmed allies. For each charmed ally within 20 feet of it, the fragrant one gains 5 temporary hit points, its Armor Class increases by 1, and it deals an extra 2 (1d4) psychic damage when it hits with any attack. Temporary hp gained from this trait replenish every 1 minute."}],"spell_list":[],"page_no":156,"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_fragrant-one/"},{"slug":"astral-snapper","desc":"","name":"Astral Snapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":78,"hit_dice":"12d8+24","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":1,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.\n\nFrom the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.","name":"Astral Devour"}],"spell_list":[],"page_no":43,"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_astral-snapper/"},{"slug":"fang-of-the-great-wolf","desc":"","name":"Fang of the Great Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"insight":3,"perception":5,"religion":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Goblin, Worg","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.","name":"Bite"},{"desc":"The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","name":"Might of the Great Wolf (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":384,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_fang-of-the-great-wolf/"},{"slug":"orthrus","desc":"","name":"Orthrus","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"walk":40},"strength":15,"dexterity":16,"constitution":16,"intelligence":8,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":5,"skills":{"perception":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"understands Common but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The orthrus makes three bite attacks: two with its canine heads and one with its snake head. If the orthrus bites the same creature with both of its canine heads in the same round, that creature must succeed on a DC 12 Strength saving throw or be knocked prone.","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) piercing damage.","name":"Bite (Canine Head)"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, it takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned.","name":"Bite (Snake Head)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The orthrus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.","name":"Three-Headed"},{"desc":"While the orthrus sleeps, at least one of its heads is awake.","name":"Wakeful"}],"spell_list":[],"page_no":292,"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_orthrus/"},{"slug":"pishacha","desc":"","name":"Pishacha","size":"Medium","type":"Fiend","subtype":"shapechanger","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":14,"constitution":13,"intelligence":10,"wisdom":16,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":2,"perception":5},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60ft., passive Perception 15","languages":"Abyssal, Common, Darakhul; telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The pishacha makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claws"},{"desc":"One humanoid that the pishacha can see within 5 feet of it must succeed on a DC 13 Wisdom saving throw or be possessed by the pishacha; the pishacha then disappears, and the target is incapacitated and loses some control of its body, succumbing to a random short-term madness (see the System Reference Document 5.1) each round for 3d6 rounds. At the end of the 3d6 rounds, the pishacha becomes dormant within the body. \n\nWhile possessing a victim, the pishacha attempts to seize control of the body again every 1d4 hours. The target must succeed on a DC 13 Wisdom saving throw or succumb to another 3d6 round period of random short-term madness. Even if the target succeeds, it is still possessed. If the target is still possessed at the end of a long rest, it must succeed on a DC 13 Wisdom saving throw or gain a long-term madness. \n\nWhile possessing a victim, the pishacha can't be targeted by any attack, spell, or other effect, except those that can turn or repel fiends, and it retains its alignment, Intelligence, Wisdom, and Charisma. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. \n\nThe possession lasts until the body drops to 0 hp, the pishacha ends it as a bonus action, or the pishacha is turned or forced out by an effect like the dispel evil and good spell. The pishacha can also be forced out if the victim eats a bowl of rice that has been cooked in holy water. When the possession ends, the pishacha reappears in an unoccupied space within 5 feet of the body. \n\nThe target is immune to possession by the same pishacha for 24 hours after succeeding on the initial saving throw or after the possession ends.","name":"Demonic Possession (Recharge 6)"},{"desc":"The pishacha magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell).","name":"Invisibility"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The pishacha can use its action to polymorph into a tiger or a wolf, or back into its true form. Other than its size, its statistics 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":"Shapechanger"}],"spell_list":[],"page_no":88,"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_pishacha/"},{"slug":"xenabsorber","desc":"","name":"Xenabsorber","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":15,"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":5,"skills":{"deception":4,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The xenabsorber makes two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The xenabsorber has advantage on Charisma (Deception) checks to pass itself off as the type of creature it is impersonating as long as it has at least 1 trait from that creature.","name":"Disguise"},{"desc":"As a bonus action, a xenabsorber can take on 1 nonmagical physical trait, attack, or reaction of a beast or humanoid with a challenge rating equal to or less than its own that it has seen within the last week (see Trait Mimicry sidebar). It can have up to 5 such traits at a time, no more than two of which can be attacks. Each trait lasts until the xenabsorber replaces it with another trait as a bonus action. If the xenabsorber goes a week without exposure to a single beast or humanoid, it loses all of its traits and reverts back to its true, blue crystalline form.","name":"Trait Mimicry"}],"spell_list":[],"page_no":387,"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_xenabsorber/"},{"slug":"alseid-grovekeeper","desc":"","name":"Alseid Grovekeeper","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"studded leather Armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":40},"strength":13,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":3,"perception":5,"stealth":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Quarterstaff","desc":"Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.","attack_bonus":3,"damage_dice":"1d6+1"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"the grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:\n\ncantrips (at will): druidcraft, guidance, produce flame, shillelagh\n\n1st (4 slots): animal friendship, cure wounds, faerie fire\n\n2nd (3 slots): animal messenger, heat metal, lesser restoration\n\n3rd (2 slots): call lightning, dispel magic"},{"name":"Woodfriend","desc":"When in a forest, alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":15,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_alseid-grovekeeper/"}]}