{"count":278,"next":"https://api.open5e.com/v1/monsters/?cr=3&ordering=size&page=6","previous":"https://api.open5e.com/v1/monsters/?cr=3&ordering=size&page=4","results":[{"slug":"bearded-devil-a5e","desc":"","name":"Bearded Devil","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":8,"wisdom":12,"charisma":10,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; damage from nonmagical, non-silvered weapons","damage_immunities":"fire, poison","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Infernal, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The devil attacks once with its beard and once with its glaive."},{"name":"Beard","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage  and the target is poisoned until the end of the devils next turn. While poisoned in this way  the target can't regain hit points."},{"name":"Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or construct  it makes a DC 12 Constitution saving throw. On a failure  it receives an infernal wound and takes 5 (1d10) ongoing slashing damage. Each time the devil hits the wounded target with this attack  the ongoing damage increases by 5 (1d10). A creature can spend an action to make a DC 12 Medicine check  ending the ongoing damage on a success. At least 1 hit point of magical healing also ends the ongoing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devils Sight","desc":"The devils darkvision penetrates magical darkness."},{"name":"Lawful Evil","desc":"The devil radiates a Lawful and Evil aura."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and magical effects."}],"spell_list":[],"page_no":79,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_bearded-devil/"},{"slug":"blue-dragon-wyrmling-a5e","desc":"","name":"Blue Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30,"burrow":15,"fly":60,"swim":15},"strength":16,"dexterity":12,"constitution":14,"intelligence":12,"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":{"perception":2,"stealth":3,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., tremorsense 30 ft., darkvision 120 ft., passive Perception 12","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales a 30-foot-long  5-foot-wide line of lightning. Each creature in that area makes a DC 12 Dexterity saving throw  taking 22 (4d10) lightning damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Desert Farer","desc":"The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat."},{"name":"Dune Splitter","desc":"The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way."}],"spell_list":[],"page_no":109,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_blue-dragon-wyrmling/"},{"slug":"bronze-dragon-wyrmling-a5e","desc":"","name":"Bronze Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30,"fly":60,"swim":40},"strength":16,"dexterity":10,"constitution":14,"intelligence":12,"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":{"perception":2,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Lightning Breath","desc":"The dragon exhales lightning in a 30-foot-long  5-foot-wide line. Each creature in the area makes a DC 12 Dexterity saving throw  taking 16 (3d10) lightning damage on a failed save or half damage on a success."},{"name":"Ocean Surge","desc":"The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the dragon."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":162,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_bronze-dragon-wyrmling/"},{"slug":"doppelganger-a5e","desc":"","name":"Doppelganger","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":10,"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":{"deception":5,"insight":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Precise Strike","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is surprised  it takes an extra 10 (3d6) damage."}],"bonus_actions":[{"name":"Shapeshift","desc":"The doppelganger changes its form to that of any Small or Medium humanoid creature it has seen before, or back into its true form. While shapeshifted, its statistics are the same. Any equipment is not transformed. It reverts to its true form if it dies."},{"name":"Read Thoughts","desc":"The doppelganger magically reads the surface thoughts of one creature within 60 feet that it can see. Until the end of its turn, it has advantage on attack rolls and on Deception, Insight, Intimidation, and Persuasion checks against the creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":94,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_doppelganger/"},{"slug":"earth-dragon-wyrmling-a5e","desc":"","name":"Earth Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30,"fly":30,"burrow":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":12,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"insight":4,"nature":3,"perception":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 30 ft., passive Perception 14","languages":"Draconic, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage."},{"name":"Scouring Breath (Recharge 5-6)","desc":"The dragon breathes scouring sand and stones in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw  taking 10 (3d6) slashing damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The dragon can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"False Appearance","desc":"While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."}],"spell_list":[],"page_no":128,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_earth-dragon-wyrmling/"},{"slug":"green-hag-a5e","desc":"","name":"Green Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":5,"insight":4,"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Draconic, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hag attacks with its claws and uses Hex."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"Hex (Gaze)","desc":"A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:"},{"name":"1","desc":"Charm Hex. The target is charmed by the hag."},{"name":"2","desc":"Fear Hex. The target is frightened of the hag."},{"name":"3","desc":"Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail."},{"name":"4","desc":"Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas"}],"spell_list":[],"page_no":268,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_green-hag/"},{"slug":"half-red-dragon-veteran-a5e","desc":"","name":"Half-Red Dragon Veteran","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":5,"dexterity_save":3,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":2,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic plus any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The veteran makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The veteran exhales a blast of fire that fills a 15-foot cone. Each creature in that area makes a DC 15 Dexterity saving throw  taking 24 (7d6) fire damage on a failed save or half damage on a success. A creature who fails the saving throw also suffers 5 (1d10) ongoing fire damage. At the end of each of its turns  it can repeat the saving throw  ending the ongoing damage on a success. This fire can also be put out in typical ways  such as immersion in water  and a creature who uses an action to drop prone can put out the fire with a DC 10 Dexterity saving throw."}],"bonus_actions":[{"name":"Tactical Movement","desc":"Until the end of the veterans turn, its Speed is halved and its movement doesnt provoke opportunity attacks."}],"reactions":[{"name":"Off-Hand Counter","desc":"When the veteran is missed by a melee attack by an attacker it can see within 5 feet, the veteran makes a shortsword attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":274,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_half-red-dragon-veteran/"},{"slug":"hell-hound-a5e","desc":"","name":"Hell Hound","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d8+21","speed":{"walk":50},"strength":16,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) fire damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The hound exhales fire in a 15-foot cone. Each creature in that area makes a DC 12 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The hound has advantage on Perception checks that rely on hearing and smell."},{"name":"Lawful Evil","desc":"The hound radiates a Lawful and Evil aura."},{"name":"Pack Tactics","desc":"The hound has advantage on attack rolls against a creature if at least one of the hounds allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":278,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_hell-hound/"},{"slug":"hobgoblin-captain-a5e","desc":"","name":"Hobgoblin Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"athletics":5,"engineering":4,"intimidation":4,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Goblin","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hobgoblin attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Officers Command (1/Day)","desc":"The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute  inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Formation Movement","desc":"If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks."}],"spell_list":[],"page_no":281,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_hobgoblin-captain/"},{"slug":"hobgoblin-warlord-a5e","desc":"","name":"Hobgoblin Warlord","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"athletics":5,"engineering":4,"intimidation":4,"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Goblin","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hobgoblin attacks twice with its greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Officers Command (1/Day)","desc":"The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute  inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Formation Movement","desc":"If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks."},{"name":"Bloodied Rage","desc":"While bloodied, the warlord can attack four times with its greatsword or twice with its javelin when it uses Multiattack but no longer gains the benefit of its Military Training trait."},{"name":"Elite Recovery","desc":"At the end of each of its turns, while bloodied, the hobgoblin can end one condition or effect on itself. It can do this even when unconscious or incapacitated."},{"name":"Military Training","desc":"The hobgoblin has advantage on ability checks to make a tactical, strategic, or political decision."}],"spell_list":[],"page_no":282,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_hobgoblin-warlord/"},{"slug":"horde-demon-a5e","desc":"","name":"Horde Demon","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":40},"strength":16,"dexterity":12,"constitution":14,"intelligence":8,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; damage from nonmagical weapons","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The demon makes two attacks  using any attack granted by its Varied Shapes trait."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The demon radiates a Chaotic and Evil aura."},{"name":"Radiant Weakness","desc":"If the demon takes radiant damage while it is bloodied, it is frightened for 1 minute."},{"name":"Varied Shapes","desc":"Each horde demon has a unique combination of attacks and powers. Roll 1d10 once or twice, rerolling duplicates, or choose one or two features from the following table. A horde demons features determine the attacks it can make."},{"name":"1 Bat Head","desc":"The demon emits a 15-foot cone of cacophonous sound. Each creature in the area makes a DC 12 Constitution saving throw, taking 7 (2d6) thunder damage on a failed save or half damage on a success."},{"name":"2 Bulging Eyes (Gaze)","desc":"A creature within 60 feet makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and is frightened until the end of its next turn."},{"name":"3 Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage."},{"name":"4 Fangs","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage."},{"name":"5 Goat Horns","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target makes a DC 13 Strength saving throw, falling prone on a failure."},{"name":"6 Lamprey Mouth","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the lamprey mouth attack can be used only on this target and automatically hits."},{"name":"7 Porcupine Quills","desc":"Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage."},{"name":"8 Scorpion Tail Melee Weapon Attack: +5 to hit, reach 5 ft","desc":", one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage."},{"name":"9 Tentacle Arms Melee Weapon Attack: +5 to hit, reach 15 ft","desc":", one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the tentacle arms attack can only be used on this target."},{"name":"10 Whispering Mouth","desc":"The demon targets a creature within 30 feet that can hear it. The target makes a DC 12 Wisdom saving throw. On a failure, it takes 7 (1d8 + 3) psychic damage and is magically cursed until the start of the demons next turn. While cursed, the demons attacks against the target are made with advantage, and the target has disadvantage on saving throws against the demons Whispering Mouth."}],"spell_list":[],"page_no":70,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_horde-demon/"},{"slug":"knight-a5e","desc":"","name":"Knight","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"history":0,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight attacks twice with their greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":476,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_knight/"},{"slug":"merfolk-knight-a5e","desc":"","name":"Merfolk Knight","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":10,"swim":40},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"Aquan, Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight makes two trident attacks."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack  or 6 (1d6 + 3) piercing damage if thrown."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  it deals an extra 6 (1d12) piercing damage  and the target makes a DC 13 Strength saving throw  falling prone on a failure. This attack is made at disadvantage against targets within 5 feet of the knight."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of its choice within 30 feet that can hear and understand it. For the next minute  inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight cannot target itself."}],"bonus_actions":[{"name":"Trident","desc":"The knight makes a trident attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The knight can breathe air and water."},{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":329,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_merfolk-knight/"},{"slug":"miremuck-goblin-king-a5e","desc":"","name":"Miremuck Goblin King","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":62,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":10,"intelligence":12,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7,"persuasion":8,"deception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"3","cr":3.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) piercing damage."},{"name":"Charm Person (1/day)","desc":"Once per day the goblin king can castcharm personas a 3rd-level spell  allowing him tocharm three creatures within 60 feet. The goblinkings spell save DC is 14."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The goblin king adds 2 to his AC against onemelee attack that would hit him. To do this the goblinking must see the attacker and be wielding a meleeweapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Transformation","desc":"When a goblin king is slain,whichever goblin killed them will suddenly transforminto a new goblin king (or queen), their stats replacedwith the goblin kings stats. All surrounding goblinsare inclined thereafter to obey the new goblin king.If a goblin king is slain by a non-goblinoid creature,whichever goblin volunteers for the position first isthe one transformed. Goblins are extremely hesitantto do such a thing, as responsibility and stewardshipare such hard work."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_miremuck-goblin-king/"},{"slug":"mountain-dwarf-defender-a5e","desc":"","name":"Mountain Dwarf Defender","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"history":0,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The defender attacks twice with their warhammer."},{"name":"Warhammer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  they deal an extra 6 (1d12) piercing damage  and the target makes a DC 13 Strength saving throw  falling prone on a failure. This attack is made at disadvantage against targets within 5 feet."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute  inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight cannot target themselves."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."},{"name":"Steadfast","desc":"When a defender would be pushed, pulled, or knocked prone, they are not knocked prone, and the distance of any push or pull is reduced by 10 feet."}],"spell_list":[],"page_no":477,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mountain-dwarf-defender/"},{"slug":"mummy-a5e","desc":"","name":"Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":16,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"charmed, fatigue, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mummy uses Dreadful Glare and then attacks with its rotting fist."},{"name":"Dreadful Glare (Gaze)","desc":"The mummy targets a creature within 60 feet. The target makes a DC 11 Wisdom saving throw. On a failure  it is magically frightened until the end of the mummys next turn. If the target fails the save by 5 or more  it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies (but not mummy lords) for 24 hours."},{"name":"Rotting Fist","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature  it makes a DC 13 Constitution saving throw. On a failure  it is cursed with Mummy Rot."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flammable","desc":"After taking fire damage, the mummy catches fire and takes 5 (1d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action to extinguish this fire."},{"name":"Curse: Mummy Rot","desc":"A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse."}],"spell_list":[],"page_no":338,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mummy/"},{"slug":"pirate-captain-a5e","desc":"","name":"Pirate Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":14,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"athletics":4,"deception":4,"intimidation":4,"stealth":5,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The bandit captain attacks twice with their scimitar and once with their dagger or throws two daggers."},{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 5 (1d4 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Seawise","desc":"Pirate captains have an expertise die (1d4) on skill checks made to handle or navigate a ship."}],"spell_list":[],"page_no":470,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_pirate-captain/"},{"slug":"sapphire-dragon-wyrmling-a5e","desc":"","name":"Sapphire Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30,"burrow":15,"fly":60},"strength":16,"dexterity":16,"constitution":14,"intelligence":16,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":4,"deception":3,"history":4,"insight":4,"perception":4,"persuasion":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"fatigue","senses":"darkvision 120 ft., passive Perception 14","languages":"Deep Speech, Draconic, Undercommon, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage."},{"name":"Discognitive Breath (Recharge 5-6)","desc":"The dragon unleashes psychic energy in a 15-foot cone. Each creature in that area makes a DC 12 Intelligence saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Far Thoughts","desc":"The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action."}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_sapphire-dragon-wyrmling/"},{"slug":"shadow-dragon-wyrmling-a5e","desc":"","name":"Shadow Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30,"climb":30,"fly":60,"swim":30},"strength":14,"dexterity":14,"constitution":14,"intelligence":10,"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":{"deception":4,"insight":2,"nature":2,"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; damage from nonmagical weapons","damage_immunities":"necrotic, poison","condition_immunities":"fatigue, frightened, grappled, paralyzed, poisoned, prone, restrained","senses":"darkvision 120 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 2) piercing damage."},{"name":"Anguished Breath (Recharge 5-6)","desc":"The dragon exhales a shadowy maelstrom of anguish in a 15-foot cone. Each creature in that area makes a DC 12 Wisdom saving throw  taking 22 (4d8) necrotic damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evil","desc":"The dragon radiates an Evil aura."},{"name":"Incorporeal Movement","desc":"The dragon can move through other creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Essence Link","desc":"The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area."}],"spell_list":[],"page_no":137,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-dragon-wyrmling/"},{"slug":"silver-dragon-wyrmling-a5e","desc":"","name":"Silver Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60},"strength":18,"dexterity":14,"constitution":16,"intelligence":12,"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":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 12","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Frost Breath","desc":"The dragon exhales freezing wind in a 15-foot cone. Each creature in the area makes a DC 13 Constitution saving throw  taking 17 (5d6) cold damage on a failed save or half damage on a success."},{"name":"Paralyzing Breath","desc":"The dragon exhales paralytic gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud Strider","desc":"The dragon suffers no harmful effects from high altitude."}],"spell_list":[],"page_no":179,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_silver-dragon-wyrmling/"},{"slug":"skeletal-champion-a5e","desc":"","name":"Skeletal Champion","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":16,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":5,"dexterity_save":5,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The skeleton makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Shielding Riposte","desc":"When a creature within the skeletons reach misses with a melee attack against the skeleton or a creature within 5 feet, the skeleton makes a longsword attack against the attacker. The skeleton must be wielding a longsword to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_skeletal-champion/"},{"slug":"veteran-a5e","desc":"","name":"Veteran","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":5,"dexterity_save":3,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":2,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The veteran makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage."}],"bonus_actions":[{"name":"Tactical Movement","desc":"Until the end of the veterans turn, their Speed is halved and their movement doesnt provoke opportunity attacks."}],"reactions":[{"name":"Off-Hand Counter","desc":"When the veteran is missed by a melee attack by an attacker they can see within 5 feet, the veteran makes a shortsword attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":494,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_veteran/"},{"slug":"werewolf-a5e","desc":"","name":"Werewolf","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"darkvision 30 ft. (wolf or hybrid form only), passive Perception 14","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The werewolf makes two melee attacks  only one of which can be with its bite."},{"name":"Greatclub (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage."},{"name":"Claw (Wolf or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage."},{"name":"Bite (Wolf or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid  it makes a DC 12 Constitution saving throw. On a failure  it is cursed with werewolf lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The werewolf changes its form to a wolf, a wolf-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in wolf form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Bite (While Bloodied","desc":"The werewolf makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"The werewolf has advantage on Perception checks that rely on hearing or smell."},{"name":"Pack Tactics","desc":"The werewolf has advantage on attack rolls against a creature if at least one of the werewolfs allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_werewolf/"},{"slug":"wight-a5e","desc":"","name":"Wight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":14,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"3","cr":3.0,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 3 (1d6) cold damage."},{"name":"Seize","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) cold damage  and the target is grappled (escape DC 12). Until this grapple ends  the target is restrained and the only attack the wight can make is Life Drain against the grappled target."},{"name":"Longbow","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage."}],"bonus_actions":[{"name":"Life Drain","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage, and the target makes a DC 13 Constitution saving throw. On a failure, the targets hit point maximum is reduced by an amount equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest. A humanoid or beast reduced to 0 hit points by this attack dies. Its corpse rises 24 hours later as a zombie under the wights control."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cold Aura","desc":"A creature that starts its turn grappled by the wight, touches it, or hits it with a melee attack while within 5 feet takes 3 (1d6) cold damage. A creature can take this damage only once per turn. If the wight has been subjected to fire damage since its last turn, this trait doesnt function."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the wight has disadvantage on attack rolls, as well as on Perception checks that rely on sight."},{"name":"Undead Nature","desc":"A wight doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":423,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wight/"},{"slug":"zombie-knight-a5e","desc":"","name":"Zombie Knight","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":20},"strength":16,"dexterity":6,"constitution":14,"intelligence":3,"wisdom":8,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands one language but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The zombie makes two melee attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Grab","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage  and the creature is grappled if its Medium or smaller (escape DC 13)  and until the grapple ends  the zombie can't grab another target."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature grappled by a zombie. Hit: 8 (1d10 + 3) piercing damage  and the zombie regains hit points equal to the damage dealt."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Fortitude (1/Day)","desc":"If the zombie is reduced to 0 hit points by damage that isnt radiant or from a critical hit, its instead reduced to 1 hit point, falls prone, and is stunned until the end of its next turn, appearing to be dead."},{"name":"Undead Nature","desc":"A zombie doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":437,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_zombie-knight/"},{"slug":"fardarrig-tob1-2023","desc":"False","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"hide armor","hit_points":84,"hit_dice":"13d6 + 39","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":14,"skills":{"Nature":4,"Animal Handling":4,"Perception":4,"Survival":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes two Antler Glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage or slashing damage (the far darrig's choice) plus 3 (1d6) force damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone."},{"name":"Woodland Friends (1/Day)","desc":"The far darrig magically calls 1d4 elk or giant weasels. The called Beasts arrive in 1d4 rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action."}],"bonus_actions":[{"name":"Nimble Woodsman","desc":"The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":167,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_far-darrig/"},{"slug":"greyfur-tob1-2023","desc":"False","name":"Greyfur","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"","hit_points":67,"hit_dice":"15d6 + 15","speed":{"walk":20},"strength":9,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Acrobatics":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Lemurfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Greyfur's Staff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) force damage."},{"name":"Arcane Bolt","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) force damage."},{"name":"Spellcasting","desc":"The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\nAt will: light, mage hand, prestidigitation\n3/day each: color spray, sleep"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glide","desc":"The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."}],"spell_list":[],"page_no":250,"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_greyfur/"},{"slug":"jaculus-tob1-2023","desc":"False","name":"Jaculus","size":"Small","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6 + 30","speed":{"walk":10,"fly":20},"strength":14,"dexterity":18,"constitution":17,"intelligence":13,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Acrobatics":6,"Perception":3,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"acid, lightning","damage_immunities":"False","condition_immunities":"False","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The jaculus makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Spearhead","desc":"If the jaculus moves at least 10 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone."},{"name":"Standing Leap","desc":"The jaculus's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."}],"spell_list":[],"page_no":241,"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_jaculus/"},{"slug":"strife-tob1-2023","desc":"False","name":"Strife","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"","hit_points":60,"hit_dice":"11d6 + 22","speed":{"walk":40,"fly":40},"strength":8,"dexterity":20,"constitution":14,"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":12,"skills":{"Deception":7,"Stealth":9},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The strife can use its Sow Discord. It then makes two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage."},{"name":"Sow Discord","desc":"The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 7 (2d6) psychic damage and distrusts its allies until the start of the strife's next turn. On a success, a creature takes half the damage and doesn't distrust its allies. A creature that distrusts its allies can't give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action."},{"name":"Invisibility","desc":"The strife magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the strife wears or carries is invisible with it."}],"bonus_actions":[],"reactions":[{"name":"Induce Doubt","desc":"If a creature misses the strife with an attack, the strife can cause the attacker to doubt itself. The attacker must succeed on a DC 13 Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a d4 and subtract the number rolled from the attack roll or saving throw."},{"name":"Familiar","desc":"The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check."},{"name":"Delight","desc":"When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife's choice)."}],"spell_list":[],"page_no":349,"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_strife/"},{"slug":"tosculiwarrior-tob1-2023","desc":"False","name":"Tosculi Warrior","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d6 + 27","speed":{"walk":60,"fly":20},"strength":12,"dexterity":20,"constitution":16,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Tosculi","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The tosculi warrior makes one Claw attack and one Stinger attack."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage."},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Prepare Host","desc":"The tosculi extends the paralysis on a creature within 5 feet of it that was paralyzed by a tosculi's Stinger attack. The paralyzed target must succeed on a DC 13 Constitution saving throw or be paralyzed for 8 hours and no longer makes saving throws to end the paralysis. The paralysis ends if the target takes damage while below half its hp maximum. Otherwise, a spell or effect that cures disease ends this paralysis."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Crowd Tactics","desc":"The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't incapacitated."},{"name":"Hive Sense","desc":"The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home."}],"spell_list":[],"page_no":367,"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_tosculi-warrior/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dust-goblin-chieftain/"},{"slug":"korrigan","desc":"","name":"Korrigan","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Gnomish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","name":"Dagger"},{"desc":"The korrigan targets one creature within 5 feet and exhales its foul breath. The creature must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Deadly Breath (Recharge 4-6)"},{"desc":"The korrigan sings a magical melody and dances. Each humanoid within 60 feet of the korrigan that can hear the revels must succeed on a DC 13 Wisdom saving throw or be charmed until the revels end. For every korrigan that joins in the revels, the save DC increases by 1 (maximum DC 19). \n\nEach korrigan participating in the revels must take a bonus action on its subsequent turns to continue singing and must use its move action to move at least 5 feet to continue dancing. It can keep singing and dancing for up to 1 minute as long as it maintains concentration. The song ends if all of the korrigan lose concentration or stop singing and dancing. \n\nA charmed target is incapacitated and begins to dance and caper for the duration of the revels. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Enchanting Revels of the same band of korrigan for the next 24 hours.","name":"Enchanting Revels (1/Day at Dusk or Night Only)"}],"bonus_actions":null,"reactions":[{"desc":"When a creature moves within 5 feet of the korrigan, the korrigan can cast the misty step spell.","name":"Catch Me If You Can"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The korrigan has advantage on saving throws against spells or other magical effects cast or created by a cleric or paladin.","name":"Ungodly Resistance"},{"desc":"The korrigan's innate spellcasting ability is Charisma (spell save DC 13). The korrigan can innately cast the following spells, requiring no material components:\n3/day each: charm person, enthrall, hideous laughter, misty step\n1/day: divination","name":"Innate Spellcasting"}],"spell_list":[],"page_no":242,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_korrigan/"},{"slug":"far-darrig","desc":"_These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls._  \nHunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms.  \nFar darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives.  \n**Hate Arcanists.** While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters.  \n**Serve Hags and Worse.** They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best.","name":"Far Darrig","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":104,"hit_dice":"16d6+48","speed":{"walk":20},"strength":15,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":6,"skills":{"medicine":6,"nature":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The far darrig makes four antler glaive attacks."},{"name":"Antler Glaive","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Enchanted Glaive Maneuvers","desc":"A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nconstant: magic weapon (antler glaive only), speak with animals\n\nat will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk\n\n3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider\n\n1/day each: commune with nature, freedom of movement, nondetection, tree stride"}],"spell_list":[],"page_no":179,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_far-darrig/"},{"slug":"jaculus","desc":"_This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees._  \nThe jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.  \n**Leapers.** Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary.  \n**Teamwork Thievery.** Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after.","name":"Jaculus","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d6+30","speed":{"walk":20,"climb":20,"fly":10},"strength":14,"dexterity":18,"constitution":17,"intelligence":13,"wisdom":13,"charisma":13,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":3,"skills":{"acrobatics":6,"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"acid, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The jaculus makes one jaws attack and one claws attack."},{"name":"Jaws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d4"},{"name":"Claws","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spearhead","desc":"If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage."}],"spell_list":[],"page_no":258,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_jaculus/"},{"slug":"drake-bakery","desc":"","name":"Drake, Bakery","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":82,"hit_dice":"11d6+44","speed":{"walk":30,"fly":60},"strength":13,"dexterity":16,"constitution":18,"intelligence":11,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60', passive Perception 12","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (1d8+3) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) slashing damage."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of: Purifying Breath Exhales the aroma of a warm hearty meal in a 15 ft. cone. All nonmagical food and drink in the area is purified and rendered free of poison and disease and its flavor is enhanced in quality for 1 hr.Yeast Slurry Expels sticky yeast in a 15 ft. cone. Each creature in the area: 14 (4d6) bludgeoning damage and is restrained for 1 min (DC 14 Dex half damage and its speed is reduced by 10 ft. until the end of its next turn). A creature including restrained target can use its action to free a restrained target by succeeding on a DC 13 Str check."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Weakness","desc":"If it takes fire it can't use Yeast Slurry on its next turn. In addition if drake fails a save vs. a spell or magical effect that deals fire it becomes poisoned until end of its next turn."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."}],"spell_list":[],"page_no":151,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_drake-bakery/"},{"slug":"erina-tussler","desc":"","name":"Erina Tussler","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"leather armor","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":20,"burrow":20},"strength":12,"dexterity":16,"constitution":14,"intelligence":13,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Punching Spines or Throw Spines. If it hits one creature with both Punching Spines target is grappled (escape DC 13). Erina can grapple only one target at a time."},{"name":"Punching Spines","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (2d4+3) piercing damage."},{"name":"Throw Spine","desc":"Ranged Weapon Attack: +5 to hit 20/60' one target 8 (2d4+3) piercing damage and spine sticks in target until a creature uses an action to remove it. While spine is stuck target has disadvantage on weapon attacks that use Str."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arm Spine Regrowth","desc":"The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when it finishes a long rest. "},{"name":"Expert Wrestler","desc":"The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If it grapples a Small or smaller creature target has disadvantage on its escape attempts. Erina has advantage on ability checks and saves made to escape a grapple or end restrained condition."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Hardy","desc":"The erina has advantage on saves vs. poison."},{"name":"Spines","desc":"A creature that touches erina or hits it with melee attack while within 5 ft. of it takes 5 (2d4) piercing damage. A creature grappled by or grappling erina takes 5 (2d4) piercing damage at start of the erina's turn."}],"spell_list":[],"page_no":172,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_erina-tussler/"},{"slug":"kobold-drake-rider","desc":"","name":"Kobold, Drake Rider","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":71,"hit_dice":"13d6+26","speed":{"walk":30},"strength":17,"dexterity":16,"constitution":15,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 12","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Three Spear attacks. If the rider is mounted its mount can then make one Bite Claw Slam or Tail attack."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 20/60' one target 6 (1d6+3) piercing damage or 7 (1d8+3) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":null,"reactions":[{"name":"Failsafe Equipment","desc":"The drake rider wears wing-like arm and feet flaps folded on its back. If its mount dies or it is dismounted the rider descends 60' per round and takes no damage from falling if its mount was flying or it gains a swimming speed of 30' for 1 min if its mount was swimming."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Drake Mount","desc":"Has formed a bond with Med or larger drake mount (found in this or other books or use the statistics of a giant lizard). Regardless of the drake's intelligence it acts as a controlled mount while carrying a drake rider obeying the rider's spoken commands. Mounting and dismounting the drake costs the drake rider only 5 ft. of movement."},{"name":"Mounted Warrior","desc":"While the drake rider is mounted its mount can't be charmed or frightened."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."},{"name":"Sure Seat","desc":"While mounted and not incapacitated the drake rider can't be knocked prone dismounted or moved vs. its will."},{"name":"Trained Tactics (Recharge 4-6)","desc":"The drake rider commands its mount to move up to 30' in a straight line moving through the space of any Large or smaller creature and performing one of the following tactical maneuvers. This movement doesn't provoke opportunity attacks.Barrel Roll: The mount flies up and over one creature in the line ending its movement at least 10 ft. past the target. As the drake rider hangs upside down at the top of the loop it makes one Spear attack vs. the target with advantage. On a hit the rider rolls damage dice three times. The mount must have a flying speed to use this maneuver.Corkscrew Roll: The mount swims in a corkscrew around the creatures in the line. Each creature in the line must make DC 13 Dex save or be incapacitated with dizziness until the end of its next turn. The mount must have a swimming speed to use this maneuver.Weaving Rush The mount weaves back and forth along the line. Each creature in the line must make DC 13 Str save or take 10 (3d6) bludgeoning damage and be knocked prone."}],"spell_list":[],"page_no":252,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_kobold-drake-rider/"},{"slug":"kobold-sapper","desc":"","name":"Kobold, Sapper","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"studded leather","hit_points":66,"hit_dice":"12d6+24","speed":{"walk":30,"burrow":10},"strength":7,"dexterity":16,"constitution":15,"intelligence":16,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"3 Mining Picks. Can replace 1 with Throw Explosive."},{"name":"Mining Pick","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage. "},{"name":"Throw Explosive","desc":"Throws a minor explosive at one creature it can see within 30' of it. Target: 9 (2d8) force and is knocked prone (DC 13 Dex half damage and isn't knocked prone)."},{"name":"Explosive Charge (Recharge 5-6)","desc":"Throws a powerful explosive at a point it can see on the ground within 60' of it. Each creature within 15 ft. of that point: 9 (2d8) fire and 9 (2d8) force and is pushed up to 10 ft. away from the point and knocked prone (DC 13 Dex half damage and isn't pushed or knocked prone). If creature fails save by 5+ it is also deafened for 1 min. Alternatively sapper can place the explosive in a space within 5 ft. of it and delay the explosion until end of sapper's next turn or when a creature moves to a space within 5 ft. of the explosive whichever happens first."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Crafty","desc":"The sapper has advantage on ability checks made to pick locks or to detect disarm or set traps."},{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":257,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_kobold-sapper/"},{"slug":"fragrant-one","desc":"A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. Long antennae wave atop its bald head as its languid blue eyes observe its surroundings._  \n**Fairytale Fey.** A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions.  \n**Safety in Numbers.** Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.","name":"Fragrant One","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":11,"armor_desc":null,"hit_points":45,"hit_dice":"13d6","speed":{"walk":20,"climb":20},"strength":7,"dexterity":12,"constitution":10,"intelligence":18,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"deception":8,"insight":4,"perception":4,"persuasion":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Sylvan, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Phrenic Antennae","desc":"Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn.","attack_bonus":6,"damage_dice":"1d4+4"}],"bonus_actions":null,"reactions":[{"name":"Interpose Ally","desc":"When a creature the fragrant one can see targets it with an attack, the fragrant one can force a charmed ally within 5 feet of it to move between it and the attack. The charmed ally becomes the target of the attack instead. If the charmed ally takes damage from this attack, it can immediately repeat the Fragrant Aura's saving throw, ending the charmed condition on itself on a success."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fragrant Aura","desc":"The fragrant one emits a cloud of sweet-smelling pheromones within 20 feet of it. A giant, humanoid, or beast that starts its turn inside the aura must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nIf a creature fails the saving throw three times in 1 hour, it is charmed for 1 day and obeys the fragrant one's verbal or telepathic commands. If the creature suffers harm from the fragrant one or its allies or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.\n\nThe fragrant one can have no more than six creatures charmed at a time. The fragrant one can end its charm on a creature at any time (no action required). If the fragrant one has six creatures charmed and a seventh creature fails its saving throw, the fragrant one can choose to release its charm on another creature to replace it with the new creature or to have the new creature unaffected by the aura."},{"name":"Strength in Numbers","desc":"The fragrant one grows more powerful when it has charmed allies. For each charmed ally within 20 feet of it, the fragrant one gains 5 temporary hit points, its Armor Class increases by 1, and it deals an extra 2 (1d4) psychic damage when it hits with any attack. Temporary hp gained from this trait replenish every 1 minute."}],"spell_list":[],"page_no":156,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_fragrant-one/"},{"slug":"frost-mole","desc":"Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.","name":"Frost Mole","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":71,"hit_dice":"11d6+33","speed":{"burrow":30,"walk":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":3,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 13","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The frost mole has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Snow Burrower","desc":"The frost mole can burrow through nonmagical snow and ice in addition to sand, earth, and mud."},{"name":"Snow Camouflage","desc":"The frost mole has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Pit","desc":"If the frost mole moves at least 20 feet straight toward a creature, it can dig a 5-foot-diameter, 20-foot-deep pit beneath the creature. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or fall into the pit and land prone, taking falling damage as normal. If the target is Large or larger, it must succeed on a DC 13 Dexterity saving throw or be restrained. If the target is prone or restrained, the mole can make one claw attack against it as a bonus action."}],"spell_list":[],"page_no":390,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_frost-mole/"},{"slug":"shadow-boxer","desc":"The shadow caught the man’s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr._  \n**Finicky Spirits.** Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don’t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey.  \n**Council of Cats.** When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as Open Game License","name":"Shadow Boxer","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":55,"hit_dice":"10d6+20","speed":{"climb":30,"walk":40},"strength":10,"dexterity":17,"constitution":15,"intelligence":12,"wisdom":17,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed","senses":"passive Perception 15","languages":"Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The shadow boxer makes two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Invisibility","desc":"The shadow boxer magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the shadow boxer wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cat Telepathy","desc":"The shadow boxer can magically communicate with cats within 120 feet of it, using a limited telepathy."},{"name":"Pounce","desc":"If the shadow boxer moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shadow boxer can make one bite attack against it as a bonus action."},{"name":"Project Silhouette","desc":"As a bonus action, the shadow boxer projects a shadow on a surface within 60 feet of it. The shadow boxer can shape it to resemble the shadow of any Medium or smaller beast, but the shadow can't be larger than a 10-foot cube. Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its next turn and use its movement on its next turn to follow the shadow. As a bonus action, the shadow boxer can move the shadow up to 30 feet along a solid surface. The shadow moves in a natural manner for the type of creature it represents."}],"spell_list":[],"page_no":322,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shadow-boxer/"},{"slug":"snake-with-a-hundred-mage-hands","desc":"The small snake slithers forward. As it nears a door, spectral hands appear all around it, opening and pushing the door to allow the snake entry._  \n**Pet Project.** Thieves’ guilds with magically inclined members often imbue particularly crafty snakes with keen intelligence, telepathy, and the ability to summon dozens of mage hands to aid the guild. The small, stealthy creatures are capable of carrying out heists that are logistically impractical for humanoids due to their bulk. Predictably, the clever reptiles often escape their creators and carve out small territories for themselves in the more disreputable parts of cities where their true identities won’t easily be discovered.  \n**Mischievous Thieves.** Snakes with a hundred mage hands are known for their mischievous nature. Many are kleptomaniacs and swindlers, using their talents to deceive humanoids and steal objects they find pleasing.","name":"Snake with a Hundred Mage Hands","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"15d6+15","speed":{"swim":30,"walk":30,"climb":30},"strength":8,"dexterity":18,"constitution":12,"intelligence":18,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 12","languages":"Common, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The snake with a hundred mage hands makes two bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft. creature. Hit: 9 (2d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Flying Fists (Recharge 5-6)","desc":"The snake unleashes a flurry of spectral punches in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disruptive Ploy","desc":"As a bonus action, the snake performs a minor ploy with its mage hands against a target it can see within 30 feet of it. The target must succeed on a DC 14 Dexterity saving throw or have disadvantage on its next ability check, attack roll, or saving throw (the snake's choice) as the snake magically removes the target's helmet, upends the target's quiver, or performs some other form of distraction."},{"name":"One Hundred Mage Hands","desc":"The snake is surrounded by one hundred, magical, spectral hands. The hands can't be targeted by spells or attacks and are immune to damage. The hands float within 30 feet of the snake and move with their serpent commander. The snake can decide if the hands are visible. Each hand can carry an object weighing up to 10 pounds and no more than three hands can work in tandem to carry one larger object. The snake's Dexterity (Sleight of Hand) checks have a range of 30 feet. Whenever the snake makes a Dexterity (Sleight of Hand) check, it can make up to four such checks as part of the same action, but each check must be against a different target. The snake can perform actions normally restricted to creatures with hands, such as opening a door, stirring a bowl of soup, or carrying a lantern. The hands can't wield weapons or shields or make attacks, except as part of the snake's Flying Fists action."}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_snake-with-a-hundred-mage-hands/"},{"slug":"spirewalker-tob1-2023","desc":"False","name":"Spire Walker","size":"Tiny","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":49,"hit_dice":"11d4 + 22","speed":{"walk":20},"strength":3,"dexterity":18,"constitution":14,"intelligence":11,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Acrobatics":6},"damage_vulnerabilities":"False","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"lightning, thunder","condition_immunities":"False","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Lightning Burst","desc":"Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (4d6 + 3) lightning damage, and each creature, other than the target, within 10 feet of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Invisibility","desc":"The spire walker magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it."}],"bonus_actions":[{"name":"Steeple Step","desc":"The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Energized Body","desc":"A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage."}],"spell_list":[],"page_no":347,"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_spire-walker/"},{"slug":"stygianfat-tailedscorpion-tob1-2023","desc":"False","name":"Stygian Fat-Tailed Scorpion","size":"Tiny","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":63,"hit_dice":"14d4 + 28","speed":{"walk":20},"strength":3,"dexterity":14,"constitution":15,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack."},{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."},{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned until it finishes a short or long rest. Each time the poisoned creature takes poison damage, it must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":320,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_stygian-fat-tailed-scorpion/"},{"slug":"gloomflower","desc":"","name":"Gloomflower","size":"Tiny","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d4+24","speed":{"walk":10},"strength":10,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened, frightened","senses":"blindsight 120 ft. passive Perception 8","languages":"understands all languages known by creatures within 120 feet, but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The gloomflower makes two psychic strike attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"3d6","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage.","name":"Psychic Strike"},{"desc":"Each creature of the gloomflower's choice that is within 60 feet of the gloomflower and aware of it must make a DC 14 Wisdom saving throw. On a failure, a creature is bombarded with visions of its fears and anxieties for 1 minute. While bombarded, it takes 7 (2d6) psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than the gloomflower or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is incapacitated by hallucinations until the end of its next turn but isn't bombarded with visions of its fears and anxieties. \n\nA creature that is reduced to 0 hp by this psychic damage falls unconscious and is stable. When that creature regains consciousness, it suffers permanent hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.","name":"Corrupting Visions (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures have disadvantage on attack rolls against the gloomflower. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","name":"Blur"},{"desc":"Whenever the gloomflower takes damage, each creature within 10 feet of the gloomflower must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage.","name":"Psychic Scream"}],"spell_list":[],"page_no":188,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_gloomflower/"},{"slug":"spire-walker","desc":"_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._  \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts.  \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance.  \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes.  \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game.  \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.","name":"Spire Walker","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":38,"hit_dice":"11d4+22","speed":{"walk":20},"strength":3,"dexterity":18,"constitution":14,"intelligence":11,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing from nonmagical attacks","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Lightning Dart","desc":"Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.","attack_bonus":6,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Energized Body","desc":"A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage."},{"name":"Innate Spellcasting","desc":"the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave"},{"name":"Steeple Step","desc":"The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature."}],"spell_list":[],"page_no":367,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_spire-walker/"},{"slug":"stygian-fat-tailed-scorpion","desc":"_The black carapace gleams in the desert sun, and its tail drips translucent venom. Even the largest lion avoids this scorpion._  \n**Highly Venomous.** Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting.  \n**Pit Traps.** A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than 5 pounds for the largest specimens—they make excellent guard animals that require little food or care, and are often kept at the bottom of pits or in rarely used tunnels.  \n**Valuable Venom.** A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer.","name":"Stygian Fat-Tailed Scorpion","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":10,"hit_dice":"4d4","speed":{"walk":30,"climb":20},"strength":3,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The scorpion makes three attacks: two with its claws and one with its sting."},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","attack_bonus":5,"damage_dice":"1"},{"name":"Sting","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.","attack_bonus":5,"damage_dice":"6d6+1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":340,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_stygian-fat-tailed-scorpion/"},{"slug":"brownie-beastrider","desc":"","name":"Brownie Beastrider","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"","hit_points":54,"hit_dice":"12d4+24","speed":{"walk":30},"strength":4,"dexterity":20,"constitution":14,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Branch Spears or it makes one Branch Spear and its mount makes one melee weapon attack."},{"name":"Branch Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage."},{"name":"Domestic Magic","desc":"Wis no material components: At will: mending and prestidigitation"},{"name":"Invisibility","desc":"Magically turns invisible until it attacks uses Domestic Magic or Beasts of the Forest or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it."},{"name":"Beasts of the Forest (1/Day)","desc":"Magically calls 2d4 hawks or ravens or it calls 1 black bear or wolf. Called creatures arrive in 1d4 rounds acting as allies of brownie and obeying its spoken commands. The Beasts remain for 1 hr until brownie dies or until brownie dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Mounted Warrior","desc":"While mounted the brownie's mount can't be charmed or frightened."},{"name":"Speak with Beasts","desc":"Can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_brownie-beastrider/"},{"slug":"lazavik","desc":"Standing no taller than a cat, this tiny humanoid has a snowwhite beard and a single eye that blazes with golden light. He holds a long reed whip in his hands._  \n**Swamp-Dwelling Fey.** Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female Open Game License","name":"Lazavik","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":null,"hit_points":36,"hit_dice":"8d4+16","speed":{"swim":30,"walk":30},"strength":12,"dexterity":18,"constitution":15,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":8,"survival":5},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Reed Whip","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Eye Flare (Recharge 5-6)","desc":"The lazavik's eye flares with blinding light in a 15-foot cone. Each creature in the area much make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. 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":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Glowing Eye","desc":"As a bonus action, the lazavik makes its single eye shine with a brilliant golden light. Its eye sheds bright light in a line that is 90 feet long and 5 feet wide, or it sheds bright light in a 30-foot cone. Each creature in the area illuminated by the lazavik's eye gains the lazavik's Swamp Stride trait as long as it remains on the illuminated path. The lazavik can douse its light at any time (no action required)."},{"name":"Hold Breath","desc":"The lazavik can hold its breath for 30 minutes."},{"name":"Speak with Beasts","desc":"The lazavik can communicate with beasts as if they shared a language."},{"name":"Swamp Stride","desc":"Difficult terrain composed of mud, reeds, or other marshy terrain doesn't cost the lazavik extra movement. In addition, it can pass through nonmagical hazards, such as quicksand, without being hindered by them and through nonmagical plants without taking damage from them, despite thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":236,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_lazavik/"},{"slug":"intellect-devourer-a5e","desc":"","name":"Intellect Devourer","size":"Tiny","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":36,"hit_dice":"8d4+16","speed":{"walk":40},"strength":6,"dexterity":16,"constitution":14,"intelligence":16,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"deception":4,"insight":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"understands Deep Speech but can't speak, telepathy 120 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."},{"name":"Ego Whip","desc":"The intellect devourer targets a creature with a brain within 60 feet. The target makes a DC 13 Intelligence saving throw. On a failure  it takes 14 (4d6) psychic damage and is rattled for 1 minute. If it is already rattled by Ego Whip  it is also stunned. The target repeats the saving throw at the end of each of its turns  ending both effects on a success."},{"name":"Body Thief","desc":"The intellect devourer enters the nose and mouth of an incapacitated humanoid within 5 feet. The target must be Small or larger  have a brain  and have an Intelligence of 4 or higher. The intellect devourer eats the targets brain and takes control of the target. The intellect devourer leaves the body if the target is reduced to 0 hit points  if the target is affected by dispel evil and good or another effect that ends possession  or voluntarily as a bonus action. A creature killed by the intellect devourer can be restored to life by resurrection or similar magic."},{"name":"While the intellect devourer is in control of the target, the intellect devourer retains its own Intelligence, Wisdom, and Charisma, its telepathy, and its knowledge of Deep Speech","desc":"It otherwise uses the targets statistics  including proficiencies  languages  class features  and spells. It has vague knowledge about the targets life but must make a DC 15 Intelligence check to recall specific facts."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":287,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_intellect-devourer/"}]}