{"count":278,"next":"https://api.open5e.com/v1/monsters/?cr=3&ordering=size&page=4","previous":"https://api.open5e.com/v1/monsters/?cr=3&ordering=size&page=2","results":[{"slug":"mirager-tob1-2023","desc":"False","name":"Mirager","size":"Medium","type":"Fey","subtype":"","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":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Deception":6,"Performance":8,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","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. If both Slam attacks hit a Medium or smaller creature, the target is also grappled (escape DC 13). The mirager can grapple only one creature at a time."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."},{"name":"Thirsting Kiss","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the mirager, incapacitated, or restrained. Hit: 22 (4d8 + 4) necrotic damage, and the mirager gains temporary hp equal to half that amount."},{"name":"Blow Kiss","desc":"The mirager blows a kiss at a creature charmed by it. The target must make a DC 14 Charisma saving throw. On a failure, a creature takes 17 (5d6) psychic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and the charmed condition immediately ends on it."},{"name":"Illusory Appearance","desc":"The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies."},{"name":"Spellcasting","desc":"The mirager casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n3/day: charm person\n1/day each: hallucinatory terrain (as an action), suggestion"}],"bonus_actions":[{"name":"Sand Dancer","desc":"While in sandy terrain, the mirager takes the Dash or Disengage action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sensuous Grace","desc":"The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn."}],"spell_list":[],"page_no":271,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_mirager/"},{"slug":"pombero-tob1-2023","desc":"False","name":"Pombero","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8 + 36","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":16,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":5,"Sleight of Hand":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The pombero makes two Slam attacks. It can replace one attack with a use of Charming Touch, if available."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage."},{"name":"Charming Touch (Recharge 5-6)","desc":"One creature the pombero can see within 5 feet of it must succeed on a DC 12 Wisdom saving throw or be charmed for 10 minutes. If the target suffers any harm, the effect ends. Otherwise, the target can repeat the saving throw at the end of every minute, ending the effect on itself on a success. The pombero can have only one creature charmed at a time. If it charms another, the effect on the previous creature ends."},{"name":"Invisibility","desc":"The pombero magically turns invisible until it attacks or uses Charming Touch, or until its concentration ends (as if concentrating on a spell). Any equipment the pombero wears or carries is invisible with it."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Contortionist","desc":"The pombero can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Tiny creature. The pombero's destination must still have suitable room to accommodate its volume."},{"name":"Forest Camouflage","desc":"The pombero has advantage on Dexterity (Stealth) checks made to hide in forested terrain."},{"name":"Speak with Beasts","desc":"The pombero can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":294,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_pombero/"},{"slug":"ravenfolkwarrior-tob1-2023","desc":"False","name":"Ravenfolk Warrior","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"studded leather armor","hit_points":78,"hit_dice":"12d8 + 24","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":15,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":14,"skills":{"Deception":2,"Perception":4,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Feather Speech, Ravenfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The ravenfolk warrior makes one Peck attack and one Runespear attack, or it makes two Longbow attacks. It can replace one attack with a use of Ghost Wings."},{"name":"Peck","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Runespear","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) radiant damage."},{"name":"Ghost Wings","desc":"The ravenfolk warrior furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 13 Dexterity saving throw or be blinded until the start of its next turn."}],"bonus_actions":[],"reactions":[{"name":"Odin's Call (Recharge 6)","desc":"When the ravenfolk warrior takes damage while below half its hp maximum, it moves up to half its speed without provoking opportunity attacks."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The ravenfolk warrior can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check."},{"name":"Rune-Powered Weapons","desc":"The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack)."}],"spell_list":[],"page_no":304,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ravenfolk-warrior/"},{"slug":"seadragonwyrmling-tob1-2023","desc":"False","name":"Sea Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8 + 16","speed":{"walk":40,"fly":30},"strength":17,"dexterity":10,"constitution":15,"intelligence":13,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":14,"skills":{"Perception":4,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Primordial","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) cold damage."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the creature takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage and is pushed up to 5 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":127,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sea-dragon-wyrmling/"},{"slug":"swarmofprismaticbeetles-tob1-2023","desc":"False","name":"Swarm of Prismatic Beetles","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"","hit_points":60,"hit_dice":"11d8 + 11","speed":{"walk":30,"fly":5,"burrow":20},"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":13,"skills":{"Perception":3,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, 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: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn't euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glittering Carapace","desc":"When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a DC 13 Wisdom saving throw if the swarm isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature falls unconscious. Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light."},{"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 hp or gain temporary hp."}],"spell_list":[],"page_no":356,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-prismatic-beetles/"},{"slug":"swarmofsluaghs-tob1-2023","desc":"False","name":"Swarm of Sluaghs","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":13,"armor_desc":"","hit_points":54,"hit_dice":"12d8","speed":{"walk":50,"fly":30},"strength":6,"dexterity":16,"constitution":11,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing","damage_immunities":"cold","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage, or 14 (4d6) cold damage if the swarm has half of its hp or fewer. The target must succeed on a DC 13 Constitution saving throw or be unable to regain hp 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."}],"bonus_actions":[{"name":"Shadow Stealth","desc":"While in dim light or darkness, the swarm of sluaghs takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Sunlight Weakness","desc":"While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":357,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_swarm-of-sluaghs/"},{"slug":"venomousmummy-tob1-2023","desc":"False","name":"Venomous Mummy","size":"Medium","type":"Undead","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":11,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8 + 18","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":15,"intelligence":7,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Venomous Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the remove curse spell or similar magic."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Toxic Smoke","desc":"If the venomous mummy takes fire damage, each creature within 10 feet of it must make a DC 12 Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy's next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is poisoned until the end of its next turn."},{"name":"Venom-Soaked Wraps","desc":"A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage."},{"name":"Undead Nature","desc":"The venomous mummy doesn't require air, food, drink, or sleep."}],"spell_list":[],"page_no":279,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_venomous-mummy/"},{"slug":"wolfreaverdwarf-tob1-2023","desc":"False","name":"Wolf Reaver Dwarf","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Any Chaotic Alignment","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":76,"hit_dice":"9d8 + 36","speed":{"walk":25},"strength":18,"dexterity":12,"constitution":19,"intelligence":9,"wisdom":11,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Athletics":6,"Intimidation":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Dwarvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Danger Sense","desc":"While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws."},{"name":"Dwarven Resilience","desc":"The wolf reaver dwarf has advantage on saving throws against poison."},{"name":"Pack Tactics","desc":"The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Reckless","desc":"At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":412,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_wolf-reaver-dwarf/"},{"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":"bathhouse-drake","desc":"","name":"Bathhouse Drake","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"fly":60,"swim":60,"walk":30},"strength":15,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"persuasion":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., truesight 10 ft., passive Perception 16","languages":"Common, Draconic, Primordial","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bathhouse drake makes three melee attacks: one with its bite and two with its claws. Alternatively, it can use Scalding Jet twice.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Bite"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"2d6","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.","name":"Scalding Jet"},{"desc":"The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Steam Burst (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bathhouse drake can breathe air and water.","name":"Amphibious"},{"desc":"The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.","name":"Soapy"},{"desc":"The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: create or destroy water, misty step, prestidigitation\n3/day each: control water, fog cloud, gaseous form, lesser restoration","name":"Innate Spellcasting"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bathhouse-drake/"},{"slug":"black-sun-priestess","desc":"","name":"Black Sun Priestess","size":"Medium","type":"Humanoid","subtype":"orc","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"hide armor","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":9,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":6,"intimidation":6,"religion":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Orc","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","name":"Greatclub"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the priestess can move up to her speed toward a hostile creature that she can see.","name":"Aggressive"},{"desc":"Magical darkness doesn't impede the the Black Sun priestess' darkvision.","name":"Black Sun Sight"},{"desc":"While in bright light, the orc has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Light Sensitivity"},{"desc":"The priestess is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priestess has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, sacred flame\n1st level (4 slots): bane, command, cure wounds, detect magic\n2nd level (3 slots): augury, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, spirit guardians","name":"Spellcasting"}],"spell_list":[],"page_no":290,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_black-sun-priestess/"},{"slug":"bloody-bones","desc":"","name":"Bloody Bones","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":6,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"none, but can speak through the use of its Horrific Imitation trait","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Claw"},{"desc":"The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.","name":"Dark Stare"}],"bonus_actions":null,"reactions":[{"desc":"When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.","name":"Its Crown Runs Red"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.","name":"Horrifying Aura"},{"desc":"The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.","name":"Horrific Imitation"}],"spell_list":[],"page_no":54,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bloody-bones/"},{"slug":"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":"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":"far-wanderer","desc":"","name":"Far Wanderer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":88,"hit_dice":"16d8+16","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":11,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"arcana":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage.","name":"Stardust Blade"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage.","name":"Stardust bow"},{"desc":"The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is stunned until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6) hp to one willing creature it can see within 60 feet.","name":"Call to Yorama (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a bonus action or by using an action to change the target.","name":"Trader"},{"desc":"As a bonus action, the far wanderer folds the fabric of reality to teleport itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination.","name":"Traveler"}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_far-wanderer/"},{"slug":"gnoll-slaver","desc":"","name":"Gnoll Slaver","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"chain shirt","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"athletics":6,"intimidation":5,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Gnoll","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gnoll makes three attacks: one with its bite and two with its whip or three with its longbow.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d4 + 4) slashing damage.","name":"Whip"},{"attack_bonus":4,"damage_dice":"1d8+2","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","name":"Longbow"},{"desc":"The gnoll selects up to three creatures it has taken captive within 30 feet. Each creature must succeed on a DC 15 Wisdom saving throw or have disadvantage for 1 minute on any attack rolls or skill checks to take actions other than those the gnoll has ordered it to take.","name":"Menace Captives (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the gnoll reduces a creature to 0 hp with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.","name":"Rampage"}],"spell_list":[],"page_no":189,"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_gnoll-slaver/"},{"slug":"keg-golem","desc":"","name":"Keg Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":16,"intelligence":8,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":3,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","name":"Slam"},{"desc":"The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Ale Blast (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.","name":"Empty Keg"},{"desc":"The keg golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The keg golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.","name":"Rolling Charge"}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_keg-golem/"},{"slug":"kinnara","desc":"","name":"Kinnara","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"fly":50,"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":13,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{"insight":5,"performance":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"all, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortbow"},{"desc":"The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Discordant Refrain (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.","name":"Share the Pain"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).","name":"Angelic Weapons"},{"desc":"The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.","name":"Eternal Lovers"},{"desc":"The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kinnara/"},{"slug":"mold-zombie","desc":"","name":"Mold Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":20},"strength":17,"dexterity":8,"constitution":16,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The zombie makes two slam attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.","name":"Slam"},{"desc":"The zombie breathes a cloud of spores in 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).","name":"Plague Breath (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the zombie is reduced to 0 hp and doesn't survive with its Undead Fortitude, it explodes in a cloud of spores. Each creature within 5 feet of the zombie must succeed on a DC 13 Constitution saving throw or take 9 (2d8) necrotic damage and contract iumenta pox (see Iumenta Pox sidebar).","name":"Spore Death"},{"desc":"If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":394,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_mold-zombie/"},{"slug":"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":"paper-golem-swarm","desc":"","name":"Paper Golem Swarm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d8+10","speed":{"fly":30,"walk":20},"strength":8,"dexterity":16,"constitution":12,"intelligence":3,"wisdom":7,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 30 ft., passive perception 8","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of its hp or fewer.","name":"Paper Cut"},{"desc":"The air is momentarily filled with paper golems. Each creature within 5 feet of the swarm must make a DC 13 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.","name":"Whirlwind (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"While the paper golem swarm remains motionless, it is indistinguishable from ordinary sheets of paper.","name":"False Appearance"},{"desc":"The paper golem swarm is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"As a bonus action, the paper golem applies ink to itself. The next time it hits a creature with a paper cut attack or whirlwind action, the creature must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","name":"Ink Blot (Recharge 4-6)"},{"desc":"The paper golem's weapon attacks are magical.","name":"Magic Weapons"},{"desc":"The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a piece of paper. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_paper-golem-swarm/"},{"slug":"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":"plaresh","desc":"","name":"Plaresh","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":30,"hit_dice":"4d8+12","speed":{"burrow":30,"swim":30,"walk":30},"strength":2,"dexterity":17,"constitution":16,"intelligence":6,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, slashing, and piercing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11","languages":"understands Abyssal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.","name":"Bites"},{"desc":"The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.","name":"Infest Corpse (Recharges after a Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.","name":"Grinding Maws"},{"desc":"The plaresh has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":89,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_plaresh/"},{"slug":"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":"shadow-ooze","desc":"","name":"Shadow Ooze","size":"Medium","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":null,"hit_points":76,"hit_dice":"9d8+36","speed":{"climb":20,"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":2,"wisdom":6,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid, necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 8","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ooze makes one pseudopod attack and then uses Snuff Out.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage and 3 (1d6) acid damage.","name":"Pseudopod"},{"desc":"The ooze extinguishes one natural or magical light source within 60 feet of it. If the light source is created by a spell, it is dispelled.","name":"Snuff Out"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing.","name":"Amorphous"},{"desc":"The ooze devours all natural and magical light within 30 feet of it. This area is heavily obscured by darkness for all creatures except shadow fey.","name":"Aura of Darkness"},{"desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"}],"spell_list":[],"page_no":287,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shadow-ooze/"},{"slug":"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":"snow-hag","desc":"","name":"Snow Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":16,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":3,"deception":5,"survival":4},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Giant, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","name":"Claws"},{"desc":"The snow hag exhales a cloud of freezing fog in a 15-foot-radius around her. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a target takes 21 (6d6) cold damage and is restrained by ice for 1 minute. On a success, a target takes half the damage and isn't restrained. A restrained target can make a DC 13 Strength check, shattering the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire and bludgeoning damage; immunity to slashing, cold, poison, and psychic damage).","name":"Icy Embrace (Recharge 5-6)"},{"desc":"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. \n\nThe changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have human hands, but someone touching them would feel her sharp claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.","name":"Illusory Appearance"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The snow hag can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.","name":"Ice Walk"},{"desc":"The snow hag's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The snow hag can innately cast the following spells, requiring no material components:\nAt will: minor illusion, prestidigitation, ray of frost\n1/day each: charm person, fog cloud, sleet storm","name":"Innate Spellcasting"}],"spell_list":[],"page_no":346,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_snow-hag/"},{"slug":"swolbold","desc":"","name":"Swolbold","size":"Medium","type":"Humanoid","subtype":"kobold","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"scale mail","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":20},"strength":19,"dexterity":11,"constitution":15,"intelligence":6,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until the grapple ends, the target is restrained and the swolbold can't make slam attacks against other targets.","name":"Slam"},{"desc":"One creature grappled by the swolbold must make a DC 14 Strength saving throw, taking 21 (5d6 + 4) bludgeoning damage on a failed save, or half as much damage on a successful one.","name":"Crush"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the swolbold uses the Dash action on its turn and stops within 5 feet of a creature, it can make one slam attack with disadvantage as a bonus action against that creature.","name":"Leaping Attack"},{"desc":"The swolbold has advantage on attack rolls against a creature if at least one of the swolbold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the swolbold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":240,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_swolbold/"},{"slug":"wasteland-dragon-wyrmling","desc":"","name":"Wasteland Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":15,"climb":30,"fly":50,"walk":30},"strength":17,"dexterity":10,"constitution":17,"intelligence":12,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":2,"skills":{"perception":2,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"force","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.","name":"Bite"},{"desc":"The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one.","name":"Warped Energy Breath (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":118,"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_wasteland-dragon-wyrmling/"},{"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":"werehyena","desc":"","name":"Werehyena","size":"Medium","type":"Humanoid","subtype":"gnoll, shapechanger","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"in gnoll form, 14 (natural armor) in hyena or hybrid form","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":11,"dexterity":16,"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":2,"skills":{"perception":2,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver","condition_immunities":"","senses":"passive Perception 12","languages":"Gnoll (can't speak in hyena form)","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The werehyena makes two attacks: one with its bite and one with its claws or scimitar.","name":"Multiattack (Gnoll or Hybrid Form Only)"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy.","name":"Bite (Hyena or Hybrid Form Only)"},{"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":"Claws (Hybrid Form Only)"},{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","name":"Scimitar (Gnoll or Hybrid Form Only)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The werehyena has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"},{"desc":"The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than 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":"Shapechanger"}],"spell_list":[],"page_no":259,"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_werehyena/"},{"slug":"wood-golem","desc":"","name":"Wood Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":18,"dexterity":10,"constitution":15,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The wood golem makes two slam attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The golem is immune to any spell or effect that would alter its form.","name":"Immutable Form"},{"desc":"The wood golem has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"}],"spell_list":[],"page_no":201,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_wood-golem/"},{"slug":"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/"},{"slug":"amphiptere","desc":"_The amphiptere is most commonly found as a flight of gold-crested, bat-winged serpents bursting from the foliage._  \n**Tiny Wyverns.** An amphiptere has batlike wings and a stinger similar to a wyvern’s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers.  \n**Swooping and Swift.** They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers.  \n**Strength in Flocks.** Despite their fighting ability, amphipteres are not particularly brave. Most often, they tend to lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill.","name":"Amphiptere","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":20,"climb":20,"fly":60,"swim":20},"strength":11,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 15","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The amphiptere makes one bite attack and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.","attack_bonus":6,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Swarming","desc":"Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated."}],"spell_list":[],"page_no":16,"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_amphiptere/"},{"slug":"arboreal-grappler","desc":"_Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below._  \nAn arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur.  \n**Carry Prey to the Heights.** Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across.  \n**Clans in the Canopy.** Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check.  \n**Carnivorous Elf Hunters.** Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures.","name":"Arboreal Grappler","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":10,"climb":40},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The arboreal grappler makes one bite attack and two tentacle attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Boscage Brachiation","desc":"The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing."}],"spell_list":[],"page_no":25,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_arboreal-grappler/"},{"slug":"bagiennik","desc":"_With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous—but it might be, if most of it wasn’t concealed by a thick coating of muck and mud._  \n**Bathing Uglies.** When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours it seeks a target for mischief or charity.  \n**Unpredictable Moods.** One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to spray its oil onto. If a victim drops to 0 hit points, the foul-tempered bagiennik applies healing oil to stabilize them, grumbling all the while.  \n**Acid Oils.** Collecting a dead bagiennik’s black oils must be done within an hour of the creature’s death. A successful DC 15 Wisdom (Medicine) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik. A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of mud and muck.","name":"Bagiennik","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"swim":40},"strength":16,"dexterity":18,"constitution":16,"intelligence":9,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"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":[{"name":"Multiattack","desc":"The bagiennik makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"4d6"},{"name":"Acid Spray","desc":"Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.","attack_bonus":6,"damage_dice":"2d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Healing Oil","desc":"A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute."}],"spell_list":[],"page_no":31,"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_bagiennik/"},{"slug":"bearfolk","desc":"_Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans._  \nThe hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.  \n**Passionate and Volatile.** Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle.","name":"Bearfolk","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"hide armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":16,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.","attack_bonus":6,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frenzy (1/rest)","desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage."},{"name":"Keen Smell","desc":"The bearfolk has advantage on Wisdom (Perception) checks that rely on smell."}],"spell_list":[],"page_no":33,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_bearfolk/"},{"slug":"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":"elvish-veteran-archer","desc":"","name":"Elvish Veteran Archer","size":"Medium","type":"Humanoid","subtype":"elf","group":null,"alignment":"chaotic good or chaotic neutral","armor_class":15,"armor_desc":"studded leather","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":11,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":2,"perception":5,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"Common, Elvish","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The elvish veteran archer makes two melee attacks or three ranged attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Longbow","desc":"Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d8"},{"name":"Volley (Recharge 6)","desc":"The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast Hunter","desc":"The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts."},{"name":"Fey Ancestry","desc":"The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep."},{"name":"Keen Hearing and Sight","desc":"The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight."},{"name":"Magic Weapons","desc":"The elvish veteran archer's weapon attacks are magical."},{"name":"Stealthy Traveler","desc":"The elvish veteran archer can use Stealth while traveling at a normal pace."},{"name":"Surprise Attack","desc":"If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack."}],"spell_list":[],"page_no":422,"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_elvish-veteran-archer/"},{"slug":"flame-dragon-wyrmling","desc":"_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._  \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish.  \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started.  \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn.  \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius.  \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult.  \n\n## Flame Dragon’s Lair\n\n  \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey.  \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n  \n### Regional Effects\n\n  \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n  \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.","name":"Flame Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":30,"fly":60},"strength":12,"dexterity":14,"constitution":15,"intelligence":13,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":5,"perception":5,"skills":{"deception":5,"insight":3,"perception":5,"persuasion":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30ft, darkvision 120ft, passive Perception 15","languages":"Common, Draconic, Ignan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage.","attack_bonus":3,"damage_dice":"1d10+1"},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":129,"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_flame-dragon-wyrmling/"},{"slug":"ghoul-darakhul","desc":"","name":"Ghoul, Darakhul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"scale mail; 18 with shield","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":16,"dexterity":17,"constitution":14,"intelligence":14,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.","attack_bonus":5,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.","attack_bonus":5,"damage_dice":"2d6"},{"name":"War Pick","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Darakhul Fever","desc":"spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:\n\n1-9 None; victim is simply dead\n\n10-16 Ghoul\n\n17-20 Ghast\n\n21+ Darakhul"}],"spell_list":[],"page_no":216,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ghoul-darakhul/"},{"slug":"gnoll-havoc-runner","desc":"_The runner is a mottled blur, a sprinting gnoll laughing as it runs, ax held high. It sprints past, its weapon flashing in the sun._  \nWith the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence.  \n_**Blinding Raids.**_ Havoc runners are scouring storms across the trade routes that crisscross the tribe’s territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled.","name":"Gnoll Havoc Runner","size":"Medium","type":"Humanoid","subtype":"gnoll","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"chain shirt","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"athletics":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Gnoll","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The gnoll makes one bite attack and two battleaxe attacks."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Harrying Attacks","desc":"If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn."},{"name":"Lightning Lope","desc":"The gnoll can Dash or Disengage as a bonus action."},{"name":"Pack Tactics","desc":"The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated."}],"spell_list":[],"page_no":230,"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_gnoll-havoc-runner/"},{"slug":"goat-man","desc":"_This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves._  \n**Trespassers on the Rites.** The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service.  \n**Bleating Speech.** A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well.  \n**Serve Foul Cults.** Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic.","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Giant, Trollkin, but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one bite attack and one slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Headbutt","desc":"If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action."}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_goat-man/"},{"slug":"imy-ut-ushabti","desc":"_These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings._  \n**Willing Sacrifices.** The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty.  \n**Scarab Mummies.** From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it.  \n**Warding Triads.** Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living.","name":"Imy-Ut Ushabti","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"chain shirt","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":15,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"Common (Ancient Nurian)","challenge_rating":"3","cr":3.0,"actions":[{"name":"Ceremonial Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Vomit Swarm (1/Day)","desc":"The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:"},{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point."},{"name":"Rent wrappings","desc":"A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect."}],"spell_list":[],"page_no":256,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_imy-ut-ushabti/"},{"slug":"mindrot-thrall","desc":"_A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step._  \n**Fungal Rot.** Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own.  \nThe fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm.  \n**Spore Blisters.** A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack.  \n**Dimensional Horrors.** Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground.","name":"Mindrot Thrall","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":17,"intelligence":11,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and piercing from nonmagical attacks","damage_immunities":"acid, poison","condition_immunities":"charmed, frightened, poisoned","senses":"tremorsense 30 ft., passive Perception 12","languages":"understands Common but cannot speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mindrot thrall makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"},{"name":"Acid Breath (Recharge 4-6)","desc":"The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores."},{"name":"Mindrot Spores","desc":"Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fungal Aura","desc":"A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores."}],"spell_list":[],"page_no":290,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_mindrot-thrall/"},{"slug":"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":"pombero","desc":"_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._  \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People.  \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet.  \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.","name":"Pombero","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":16,"intelligence":8,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The pombero uses Charming Touch if able, and makes two fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).","attack_bonus":5,"damage_dice":"2d6"},{"name":"Charming Touch (recharge 5-6)","desc":"The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately."},{"name":"Invisibility","desc":"The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast's Voice","desc":"The pombero can magically speak with any beast and can perfectly mimic beast sounds."},{"name":"Twisted Limbs","desc":"The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain."},{"name":"Sneak Attack (1/turn)","desc":"The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll."},{"name":"Soft Step","desc":"The pombero has advantage on Dexterity (Stealth) checks in forest terrain."}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_pombero/"},{"slug":"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/"}]}