Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /v1/monsters/?format=api&ordering=-constitution_save&page=38
https://api.open5e.com/v1/monsters/?format=api&ordering=-constitution_save&page=39", "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=-constitution_save&page=37", "results": [ { "slug": "pombero", "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._ \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People. \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet. \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.", "name": "Pombero", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pombero uses Charming Touch if able, and makes two fist attacks." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Charming Touch (recharge 5-6)", "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately." }, { "name": "Invisibility", "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Beast's Voice", "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds." }, { "name": "Twisted Limbs", "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain." }, { "name": "Sneak Attack (1/turn)", "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll." }, { "name": "Soft Step", "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain." } ], "spell_list": [], "page_no": 313, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_pombero/" }, { "slug": "possessed-pillar", "desc": "_This ancient animal-headed pillar is engraved with weathered symbols from ancient empires._ \n**Animal Headed.** Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist. \n**Hijacked by Cults.** Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings. \n**Weapon Donations.** Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities. \n**Constructed Nature.** A possessed pillar doesn’t require air, food, drink, or sleep.", "name": "Possessed Pillar", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 20 }, "strength": 20, "dexterity": 8, "constitution": 19, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The pillar makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The pillar is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The pillar has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The pillar's weapon attacks are magical." }, { "name": "Steal Weapons", "desc": "The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple." }, { "name": "False Appearance", "desc": "While the pillar remains motionless, it is indistinguishable from a statue or a carved column." } ], "spell_list": [], "page_no": 314, "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_possessed-pillar/" }, { "slug": "prismatic-beetle-swarm", "desc": "_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._ \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items. \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight. \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.", "name": "Prismatic Beetle Swarm", "size": "Medium", "type": "Beast", "subtype": "Swarm", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "", "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 20, "burrow": 5, "fly": 30 }, "strength": 3, "dexterity": 16, "constitution": 12, "intelligence": 1, "wisdom": 13, "charisma": 2, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "blindsight 10 ft., darkvision 30 ft., passive Perception 13", "languages": "-", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bites", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.", "attack_bonus": 5, "damage_dice": "4d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Glittering Carapace", "desc": "The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness." } ], "spell_list": [], "page_no": 375, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_prismatic-beetle-swarm/" }, { "slug": "putrid-haunt", "desc": "_These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin._ \n**Swamp Undead.** Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds. \n**Mossy Islands.** When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose. \n**Leech Harbors.** Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches. \n**Undead Nature.** A putrid haunt doesn’t require air, food, drink, or sleep.", "name": "Putrid Haunt", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30 }, "strength": 17, "dexterity": 8, "constitution": 13, "intelligence": 6, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning and piercing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "-", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "2d8" }, { "name": "Vomit Leeches (Recharge 6)", "desc": "A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dead Still", "desc": "Treat a putrid haunt as invisible while it's buried in swamp muck." }, { "name": "Swamp Shamble", "desc": "Putrid haunts suffer no movement penalties in marshy terrain." } ], "spell_list": [], "page_no": 315, "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_putrid-haunt/" }, { "slug": "ramag", "desc": "_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._ \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps. \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading. \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.", "name": "Ramag", "size": "Medium", "type": "Humanoid", "subtype": "ramag", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 27, "hit_dice": "6d8", "speed": { "walk": 30 }, "strength": 9, "dexterity": 14, "constitution": 10, "intelligence": 16, "wisdom": 12, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 5, "investigation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Scimitar", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ramag has advantage on saving throws against spells or other magical effects." } ], "spell_list": [], "page_no": 317, "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_ramag/" }, { "slug": "rat-king", "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._ \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly. \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.", "name": "Rat King", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "burrow": 20 }, "strength": 6, "dexterity": 16, "constitution": 18, "intelligence": 11, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Thieves' Cant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rat king makes four bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Summon Swarm (1/Day)", "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies." } ], "bonus_actions": null, "reactions": [ { "name": "Absorption", "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Plague of Ill Omen", "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result." } ], "spell_list": [], "page_no": 318, "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_rat-king/" }, { "slug": "ratatosk", "desc": "_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._ \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks. \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages. \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.", "name": "Ratatosk", "size": "Tiny", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 42, "hit_dice": "12d4+12", "speed": { "walk": 20, "climb": 20 }, "strength": 4, "dexterity": 18, "constitution": 12, "intelligence": 17, "wisdom": 10, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "deception": 6, "persuasion": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Celestial, Common; telepathy 100 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.", "attack_bonus": 6, "damage_dice": "4d6" }, { "name": "Divisive Chatter (recharge 5-6)", "desc": "Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": null, "reactions": [ { "name": "Desperate Lies", "desc": "A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion" }, { "name": "Skitter", "desc": "The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns." } ], "spell_list": [], "page_no": 319, "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_ratatosk/" }, { "slug": "ratfolk", "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._ \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.", "name": "Ratfolk", "size": "Small", "type": "Humanoid", "subtype": "ratfolk", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 7, "hit_dice": "2d6", "speed": { "walk": 25, "swim": 10 }, "strength": 7, "dexterity": 15, "constitution": 11, "intelligence": 14, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4" }, { "name": "Light crossbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Nimbleness", "desc": "The ratfolk can move through the space of any creature size Medium or larger." }, { "name": "Pack Tactics", "desc": "The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking." } ], "spell_list": [], "page_no": 320, "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_ratfolk/" }, { "slug": "ratfolk-rogue", "desc": "_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._ \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.", "name": "Ratfolk Rogue", "size": "Small", "type": "Humanoid", "subtype": "ratfolk", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "studded leather armor", "hit_points": 18, "hit_dice": "4d6+4", "speed": { "walk": 25, "swim": 10 }, "strength": 7, "dexterity": 16, "constitution": 12, "intelligence": 14, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "acrobatics": 5, "perception": 2, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Thieves' Cant", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Dagger", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Rat Dagger Flurry", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cunning Action", "desc": "A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide." }, { "name": "Nimbleness", "desc": "A ratfolk rogue can move through the space of any creature size Medium or larger." }, { "name": "Pack Tactics", "desc": "A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking." }, { "name": "Sneak Attack (1/Turn)", "desc": "A ratfolk rogue deals an extra 3 (1d6) 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 one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll." } ], "spell_list": [], "page_no": 320, "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_ratfolk-rogue/" }, { "slug": "ravenala", "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._ \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.", "name": "Ravenala", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ravenala makes two slam attacks or two bursting pod attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bursting Pod", "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lamenting Engulfment", "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ravenala has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns" }, { "name": "Green Walk", "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement." } ], "spell_list": [], "page_no": 321, "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_ravenala/" }, { "slug": "ravenfolk-doom-croaker", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": 3, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Radiant Runestaff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.", "attack_bonus": 3, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." }, { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore" } ], "spell_list": [], "page_no": 324, "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_ravenfolk-doom-croaker/" }, { "slug": "ravenfolk-warrior", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Warrior", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "studded leather armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 2, "perception": 5, "skills": { "deception": 2, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack." }, { "name": "Ghost Wings", "desc": "The ravenfolk warrior furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Longbow", "desc": "Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage." }, { "name": "Peck", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Radiant Runespear", "desc": "Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.", "attack_bonus": 3, "damage_dice": "1d12" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Odin's Call", "desc": "A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rune Weapons", "desc": "Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand." }, { "name": "Mimicry", "desc": "Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." } ], "spell_list": [], "page_no": 323, "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_ravenfolk-warrior/" }, { "slug": "red-banded-line-spider", "desc": "_These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests._ \n**Hand-Sized Hunters.** These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs. \n**Webbed Line.** Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws. \n**City Dwellers.** Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.", "name": "Red-Banded Line Spider", "size": "Tiny", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "", "hit_points": 2, "hit_dice": "1d4", "speed": { "walk": 30, "climb": 30 }, "strength": 4, "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": 2, "skills": { "perception": 2, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 12", "languages": "-", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Swingline", "desc": "Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.", "attack_bonus": 5, "damage_dice": "0" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check." }, { "name": "Web Walker", "desc": "The spider ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 363, "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_red-banded-line-spider/" }, { "slug": "red-hag", "desc": "_An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years._ \n**Beautiful and Strong.** Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion. \n**Tied to Nature.** The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines. \n**Blood Magic.** Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy.", "name": "Red Hag", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30, "swim": 30 }, "strength": 19, "dexterity": 16, "constitution": 18, "intelligence": 18, "wisdom": 22, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "arcana": 9, "deception": 5, "insight": 7, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, poisoned", "senses": "blood sense 90 ft., darkvision 60 ft., passive Perception 16", "languages": "Common, Druidic, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "3d8" }, { "name": "Siphoning Aura (Recharge 5-6)", "desc": "The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The hag can breathe air and water." }, { "name": "Spellcasting", "desc": "the hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:\n\ncantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip\n\n1st level (4 slots): cure wounds, entangle, speak with animals\n\n2nd level (3 slots): barkskin, flame blade, lesser restoration\n\n3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone\n\n4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain" }, { "name": "Magic Resistance", "desc": "The hag has advantage on saving throws against spells and other magical effects." }, { "name": "Blood Sense", "desc": "A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet." } ], "spell_list": [], "page_no": 244, "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_red-hag/" }, { "slug": "rift-swine", "desc": "_This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides._ \nFrom time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light. \n**Destructive Herds.** Rift swine travel in herds of 5-8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed. \n**Abyssal Meat.** The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed.", "name": "Rift Swine", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 17, "intelligence": 4, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "force, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rift swine makes one tusks attack and two tentacle attacks." }, { "name": "Tusks", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "360-Degree Vision", "desc": "The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Chaos mutations", "desc": "50% of rift swine have additional mutant features. Choose or roll on the table below.\n\n1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.\n\n2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).\n\n3 - Covered in Slime:Increase the rift swine's AC by 1.\n\n4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.\n\n5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.\n\n6 - Roll Twice" } ], "spell_list": [], "page_no": 326, "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_rift-swine/" }, { "slug": "risen-reaver", "desc": "_A body that might once have been human now has four legs and nightmarishly long, thick arms. What’s worse, its skin has been flayed off, revealing the dead muscle and sinew beneath._ \n**Spirt of War.** The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. \n**Absorb Weapons.** When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. \n**Battle Mad.** Risen reavers are battle‑maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die. \n**Undead Nature.** A risen reaver doesn’t require air, food, drink, or sleep.", "name": "Risen Reaver", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 168, "hit_dice": "16d10+80", "speed": { "walk": 40 }, "strength": 19, "dexterity": 16, "constitution": 20, "intelligence": 9, "wisdom": 7, "charisma": 6, "strength_save": null, "dexterity_save": 6, "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 120 ft., passive Perception 11", "languages": "any languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The risen reaver makes three blade attacks." }, { "name": "Blade", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Life Sense", "desc": "The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead." }, { "name": "Pounce", "desc": "When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack." }, { "name": "Infused Arsenal", "desc": "As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3)." }, { "name": "Skitter", "desc": "The risen reaver can take the Dash action as a bonus action." } ], "spell_list": [], "page_no": 328, "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_risen-reaver/" }, { "slug": "rotting-wind", "desc": "_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._ \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli. \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations. \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes. \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.", "name": "Rotting Wind", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d10+22", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 14, "dexterity": 20, "constitution": 15, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 60 ft. (blind beyond this), passive Perception 10", "languages": "-", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Wind of Decay", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.", "attack_bonus": 8, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Form", "desc": "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Befouling Presence", "desc": "All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable." }, { "name": "Invisibility", "desc": "The rotting wind is invisible as per a greater invisibility spell." } ], "spell_list": [], "page_no": 330, "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_rotting-wind/" }, { "slug": "rum-gremlin", "desc": "", "name": "Rum Gremlin", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "", "hit_points": 22, "hit_dice": "5d4+10", "speed": { "walk": 20, "climb": 10, "swim": 10 }, "strength": 10, "dexterity": 16, "constitution": 14, "intelligence": 12, "wisdom": 9, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The goblin makes one claw attack and one bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Aura of Drunkenness", "desc": "A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex" }, { "name": "Magic Resistance", "desc": "The gremlin has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 239, "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_rum-gremlin/" }, { "slug": "rusalka", "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._ \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit. \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them. \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown. \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom. \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.", "name": "Rusalka", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30, "swim": 40 }, "strength": 17, "dexterity": 13, "constitution": 12, "intelligence": 11, "wisdom": 15, "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": "necrotic, poison; piercing and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Breathless Kiss", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.", "attack_bonus": 6, "damage_dice": "0" }, { "name": "Drowning Hair (1/Day)", "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Withered Tresses", "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed." }, { "name": "Innate Spellcasting", "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person" }, { "name": "Watery Camouflage", "desc": "In dim light or darkness, a rusalka that's underwater is invisible." } ], "spell_list": [], "page_no": 331, "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_rusalka/" }, { "slug": "rust-drake", "desc": "_A motionless rust drake is easily mistaken for a pile of scrap metal._ \n**Shedding Rust.** Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes. \n**Warped Metallics.** Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins. \n**Filthy Scrap Metal Eaters.** These foul creatures feed on rust and are known as disease carriers.", "name": "Rust Drake", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 30, "burrow": 5, "fly": 100 }, "strength": 20, "dexterity": 15, "constitution": 19, "intelligence": 12, "wisdom": 8, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "acid", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one tail swipe attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.", "attack_bonus": 8, "damage_dice": "3d8" }, { "name": "Tail Swipe", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Vomits Scrap (Recharge 5-6)", "desc": "A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus." }, { "name": "Rust Drake Lockjaw", "desc": "This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 155, "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_rust-drake/" }, { "slug": "salt-golem", "desc": "_A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step._ \n**Coastal Druids.** These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard. \n**Crystalline and Silent.** A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator. \n**Valuable Remains.** A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Salt Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "11d10+55", "speed": { "walk": 20 }, "strength": 20, "dexterity": 9, "constitution": 20, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 9, "damage_dice": "5d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blinding Salt Spray", "desc": "Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 235, "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_salt-golem/" }, { "slug": "sand-hag", "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._ \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.", "name": "Sand Hag", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 6, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Dwarvish, Giant, Gnomish", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sand hag makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Scouring Sirocco (Recharge 5-6)", "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn." }, { "name": "Change Shape", "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The sand hag has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image" }, { "name": "Mimicry", "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." }, { "name": "Scorpion Step", "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft." } ], "spell_list": [], "page_no": 245, "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_sand-hag/" }, { "slug": "sand-silhouette", "desc": "_Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse. Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern._ \n**Sand Bodies.** If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies. \n**Traceless Movement.** Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below. \n**Undead Nature.** A sand silhouette doesn’t require air, food, drink, or sleep.", "name": "Sand Silhouette", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 12, "constitution": 17, "intelligence": 7, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 11", "languages": "all languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sand silhouette makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.", "attack_bonus": 7, "damage_dice": "3d6" }, { "name": "Engulf", "desc": "The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time." }, { "name": "Haunted Haboob (Recharge 4-6)", "desc": "The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom 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": "Camouflage", "desc": "While in desert environments, the sand silhouette can use the Hide action even while under direct observation." }, { "name": "Sand Form", "desc": "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Sand Glide", "desc": "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way." }, { "name": "Vulnerability to Water", "desc": "For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage." } ], "spell_list": [], "page_no": 332, "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_sand-silhouette/" }, { "slug": "sand-spider", "desc": "_When a sand spider attacks, its two speckled, tan legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a horse. They attack as often in broad daylight as at night._ \n**Drag Prey into Tunnels.** Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death. \n**Spider Packs.** More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and 2 or 3 males. They work together with one sand spider attacking to draw attention, and 2 or 3 others attacking from trapdoors in the opposite direction, behind the skirmish line.", "name": "Sand Spider", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d10+28", "speed": { "walk": 30, "burrow": 20 }, "strength": 20, "dexterity": 17, "constitution": 14, "intelligence": 4, "wisdom": 12, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The sand spider makes two attacks with its impaling legs and one bite attack." }, { "name": "Impaling Leg", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.", "attack_bonus": 8, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": [ { "name": "Trapdoor Ambush", "desc": "When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sand Stealth", "desc": "The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain." }, { "name": "Spider Climb", "desc": "The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Ambusher", "desc": "The sand spider has advantage on attack rolls against surprised targets." } ], "spell_list": [], "page_no": 364, "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_sand-spider/" }, { "slug": "sandwyrm", "desc": "_While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale._ \n**Hidden by Sand.** These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away. \n**Torpid and Slow.** Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety. \n**Peculiar Drakes.** Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts.", "name": "Sandwyrm", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "walk": 20, "burrow": 40 }, "strength": 20, "dexterity": 12, "constitution": 18, "intelligence": 5, "wisdom": 13, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 7, "skills": { "perception": 7, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 17", "languages": "", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d12" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.", "attack_bonus": 8, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spine Trap", "desc": "When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait." } ], "spell_list": [], "page_no": 334, "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_sandwyrm/" }, { "slug": "sap-demon", "desc": "_When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge._ \n**Tree Oozes.** Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber. \n**Called to Vengeance.** Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further. \n**Reckless Possessors.** A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host.", "name": "Sap Demon", "size": "Small", "type": "Ooze", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural", "hit_points": 67, "hit_dice": "15d6+15", "speed": { "walk": 20, "climb": 20 }, "strength": 14, "dexterity": 6, "constitution": 12, "intelligence": 10, "wisdom": 14, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing and slashing from nonmagical attacks", "damage_immunities": "bludgeoning; acid, lightning", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 12", "languages": "none in its natural form; knows the same languages as a creature it dominates", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The sap demon makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.", "attack_bonus": 4, "damage_dice": "2d8" }, { "name": "Soul Sap", "desc": "The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sap demon can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Season's Change", "desc": "If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn." } ], "spell_list": [], "page_no": 335, "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_sap-demon/" }, { "slug": "sarcophagus-slime", "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._ \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.", "name": "Sarcophagus Slime", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 20 }, "strength": 14, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, necrotic", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Frightful Presence", "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 sarcophagus slime's Frightful Presence for the next 24 hours." }, { "name": "Corrupting Gaze", "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 336, "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_sarcophagus-slime/" }, { "slug": "sathaq-worm", "desc": "_This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself._ \n**Elemental Predators.** Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease. \n**Guts Filled with Larvae.** Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae. \n**Painful Presence.** Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane.", "name": "Sathaq Worm", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 20, "burrow": 20, "swim": 20 }, "strength": 22, "dexterity": 6, "constitution": 20, "intelligence": 5, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 2 }, "damage_vulnerabilities": "thunder", "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "tremorsense 60 ft., passive Perception 15", "languages": "understands Deep Speech and Terran, but can't speak", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 10, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Agonizing Aura", "desc": "The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours." }, { "name": "Earth Glide", "desc": "The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through." }, { "name": "Siege Monster", "desc": "The sathaq worm deals double damage to objects and structures." }, { "name": "Earthen Camoflage", "desc": "The sathaq worm's stealth bonus is increased to +6 in sand, mud, or dirt." } ], "spell_list": [], "page_no": 337, "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_sathaq-worm/" }, { "slug": "scorpion-cultist", "desc": "", "name": "Scorpion Cultist", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "leather armor", "hit_points": 19, "hit_dice": "3d8+6", "speed": { "walk": 30 }, "strength": 11, "dexterity": 14, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "deception": 2, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Multiattack", "desc": "The scorpion cultist makes two melee attacks or two ranged attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Sling", "desc": "Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Senses", "desc": "The scorpion cultist has advantage on Wisdom (Perception) checks." } ], "spell_list": [], "page_no": 425, "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_scorpion-cultist/" }, { "slug": "serpopard", "desc": "_These spotted and scaly quadrupeds run on hairless leonine paws, while their cat heads perch atop sinuous, serpentine necks._ \n**Swaying, Snakelike Cats.** Serpopards are 13 feet long and weigh 600 lb, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard’s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions. \n**Easily Distracted.** Serpopards are foul-tempered predators and scavengers, and are known to occasionally resort to cannibalizing their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal. \n**Musk Glands.** In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration.", "name": "Serpopard", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 40, "swim": 30 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 2, "wisdom": 12, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The serpopard makes two bite attacks and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d8" }, { "name": "Musk (Recharges after a Short or Long Rest)", "desc": "The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Swamp Stealth", "desc": "The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain." }, { "name": "Sinuous Strikeback", "desc": "The serpopard can take any number of reactions in a round, but it can react only once to each trigger." } ], "spell_list": [], "page_no": 342, "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_serpopard/" }, { "slug": "shabti", "desc": "_Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark‑eyed human appears almost normal. When it moves, gears clash and whir faintly within it._ \n**Lifelike Servants.** Shabti are constructs made to tend to their masters needs in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies. \n**Insane Machines.** Usually driven mad by centuries within its master’s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death. \n**Ancient Weapons.** A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick‑fighting maneuvers. The shabti’s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed. \n**Constructed Nature.** A shabti slime doesn’t require air, food, drink, or sleep.", "name": "Shabti", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 6, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The shabti uses Telekinesis and makes two attacks with its nabboot." }, { "name": "Nabboot", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Telekinesis", "desc": "The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The shabti is immune to spells and effects that would alter its form." }, { "name": "Magic Resistance", "desc": "The shabti has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The shabti's weapon attacks are magical." }, { "name": "Serpentine Armlets", "desc": "As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures." } ], "spell_list": [], "page_no": 343, "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_shabti/" }, { "slug": "shadhavar", "desc": "_Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh._ \n**Shadow Horses.** Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences. \n**Fey and Undead Riders.** While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned. \n**Deceptive Hunters.** Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil.", "name": "Shadhavar", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural", "hit_points": 97, "hit_dice": "13d10+26", "speed": { "walk": 50 }, "strength": 14, "dexterity": 15, "constitution": 14, "intelligence": 8, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands Elvish and Umbral but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "A shadhavar makes one gore attack and one hooves attack." }, { "name": "Gore", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "a shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:\n\nat will: disguise self (as horse or unicorn only)\n\n2/day: darkness (centered on itself, moves with the shadhavar)" }, { "name": "Magic Weapons", "desc": "A shadhavar's gore attacks are magical." }, { "name": "Plaintive Melody (3/day)", "desc": "As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it." }, { "name": "Shadesight", "desc": "A shadhavar's darkvision functions in magical darkness." } ], "spell_list": [], "page_no": 344, "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_shadhavar/" }, { "slug": "shadow-fey", "desc": "_“Kind words open even iron doors.”_ \n _—Twilight, a courtier to the shadow fey_ \nTo most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. \nShadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. \n**Dual Natured.** The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. \n**Split Rulership.** The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. \nOther fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. \n**The Reach of Darkness.** Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. \nThe shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light.", "name": "Shadow Fey", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 31, "hit_dice": "7d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 11, "wisdom": 11, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "arcana": 2, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 171, "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_shadow-fey/" }, { "slug": "shadow-fey-enchantress", "desc": "", "name": "Shadow Fey Enchantress", "size": "Medium", "type": "Humanoid", "subtype": "shadow fey", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "walk": 30 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 12, "wisdom": 17, "charisma": 18, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": 6, "skills": { "arcana": 4, "deception": 7, "perception": 6, "persuasion": 7, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Elvish, Umbral", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two rapier attacks." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Beguiling Whispers (recharge 5-6)", "desc": "The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress." }, { "name": "Leadership (recharges after a Short or Long Rest)", "desc": "The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components.\n\n4/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Spellcasting", "desc": "the shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells.\n\ncantrips (at will): blade ward, friends, message, vicious mockery\n\n1st level (4 slots): bane, charm person, faerie fire\n\n2nd level (3 slots): enthrall, hold person\n\n3rd level (3 slots): conjure fey, fear, hypnotic pattern\n\n4th level (3 slots): confusion, greater invisibility, phantasmal killer\n\n5th level (2 slots): animate objects, dominate person, hold monster" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 172, "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_shadow-fey-enchantress/" }, { "slug": "sharkjaw-skeleton", "desc": "_The humanoid form approaches through the murky water, but as it nears, it becomes clear that this is no living thing. It is made entirely of sharks’ jaws, joined together and brought to life with grim magic._ \nMade from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks. \n**Undead Automaton.** Being mindless, sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton’s creator can give it new commands as long as the skeleton is within 60 feet and can see and hear its creator. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it will always fight back if attacked. \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.", "name": "Sharkjaw Skeleton", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d10+12", "speed": { "walk": 30, "swim": 30 }, "strength": 16, "dexterity": 10, "constitution": 15, "intelligence": 6, "wisdom": 8, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 2 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., blindsense 30 ft., passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The sharkjaw skeleton makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 350, "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_sharkjaw-skeleton/" }, { "slug": "shellycoat", "desc": "_Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide._ \n**Long Handed and Toad-like.** The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths. \n**Bridges and Pools.** The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. \nA shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured. \n**Shining Garments.** A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.", "name": "Shellycoat", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "swim": 20 }, "strength": 17, "dexterity": 15, "constitution": 16, "intelligence": 13, "wisdom": 9, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 1, "skills": { "perception": 1, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, unconscious", "senses": "Darkvision 60 ft., passive Perception 11", "languages": "Giant, Sylvan", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The shellycoat makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.", "attack_bonus": 5, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the shellycoat can cast the following spells innately, requiring no components:\n\n1/day each: darkness, fog cloud\n\n1/day (if in possession of its coat): water breathing" }, { "name": "Regeneration", "desc": "The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Stealthy Observer", "desc": "The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing." }, { "name": "Sunlight Sensitivity", "desc": "The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight." } ], "spell_list": [], "page_no": 346, "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_shellycoat/" }, { "slug": "shoggoth", "desc": "_A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms._ \n**Constant Growth.** When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources. \n**Mutable Form.** A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it.", "name": "Shoggoth", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 387, "hit_dice": "25d12+225", "speed": { "walk": 50, "climb": 30, "swim": 30 }, "strength": 26, "dexterity": 14, "constitution": 28, "intelligence": 12, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": { "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "fire, bludgeoning, piercing", "damage_immunities": "cold, thunder, slashing", "condition_immunities": "blinded, deafened, prone, stunned, unconscious", "senses": "darkvision 120 ft., tremorsense 60 ft., passive Perception 19", "languages": "Void Speech", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns." }, { "name": "Slam", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.", "attack_bonus": 14, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Anaerobic", "desc": "A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space." }, { "name": "Absorb Flesh", "desc": "The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body." }, { "name": "Amorphous", "desc": "A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing." }, { "name": "Hideous Piping", "desc": "The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round." }, { "name": "Keen Senses", "desc": "A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Rolling Charge", "desc": "If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth." } ], "spell_list": [], "page_no": 347, "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_shoggoth/" }, { "slug": "shroud", "desc": "_Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak._ \n**Bitter Spirits.** Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light. \n**Thin Outlines.** Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type. \n**Repetitive Speech.** Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life. \n**Undead Nature.** A shroud doesn’t require air, food, drink, or sleep.", "name": "Shroud", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 9, "hit_dice": "2d8", "speed": { "hover": true, "walk": 0, "fly": 30 }, "strength": 4, "dexterity": 13, "constitution": 10, "intelligence": 2, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Strength Drain", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.", "attack_bonus": 3, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The shroud can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Shadow Evolution", "desc": "Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities." }, { "name": "Shroud Stealth", "desc": "When in dim light or darkness, the shroud can take the Hide action as a bonus action." }, { "name": "Sunlight Weakness", "desc": "While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws." } ], "spell_list": [], "page_no": 348, "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_shroud/" }, { "slug": "skein-witch", "desc": "_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._ \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess. \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate. \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.", "name": "Skein Witch", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 162, "hit_dice": "25d8+50", "speed": { "walk": 30, "fly": 30 }, "strength": 6, "dexterity": 12, "constitution": 14, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 10, "charisma_save": 10, "perception": 15, "skills": { "history": 8, "insight": 15, "perception": 15 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "fire, lightning, psychic", "condition_immunities": "", "senses": "truesight 60 ft., passive Perception 25", "languages": "Celestial, telepathy (100 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The skein witch makes two Inexorable Thread attacks." }, { "name": "Inexorable Threads", "desc": "Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.", "attack_bonus": 9, "damage_dice": "5d8" }, { "name": "Bind Fates (1/Day)", "desc": "One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding." }, { "name": "Destiny Distortion Wave (Recharge 5-6)", "desc": "The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bend Fate (3/day)", "desc": "If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage." }, { "name": "Fear All Cards", "desc": "If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates." }, { "name": "Magic Resistance", "desc": "The skein witch has advantage on saving throws against spells and other magical effects." }, { "name": "Misty Step (At Will)", "desc": "The skein witch can step between places as a bonus action." }, { "name": "Sealed Destiny (1/Day)", "desc": "The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important." } ], "spell_list": [], "page_no": 349, "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_skein-witch/" }, { "slug": "skin-bat", "desc": "_A repulsive, batlike creature darts from the Stygian darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger._ \nSkin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to the relevant demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. \n**Cliff and Dungeon Dwellers.** Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity. \n**Accidental Treasures.** Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy. \nThe typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat’s coloration can change over time. A skin bat weighs about 15 lb. \n**Undead Nature.** A skin bat doesn’t require air, food, drink, or sleep.", "name": "Skin Bat", "size": "Small", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 14, "hit_dice": "4d6", "speed": { "walk": 10, "fly": 40 }, "strength": 12, "dexterity": 16, "constitution": 10, "intelligence": 2, "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": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.", "attack_bonus": 5, "damage_dice": "1d4+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Summon Bat Swarm", "desc": "The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4 - 1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting." } ], "spell_list": [], "page_no": 87, "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_skin-bat/" }, { "slug": "skitterhaunt", "desc": "_This large vermin moves erratically, leaking noxious fluid from its cracked exoskeleton._ \n**Ooze Vermin.** This parasitic ooze lives in the shells of monstrous vermin, such as scorpions and spiders, that it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature. \n**Wide Range of Prey.** A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, tosculi, and sometimes even zombies or reptiles. \n**Hosts Required.** Skitterhaunts can’t survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor.", "name": "Skitterhaunt", "size": "Large", "type": "Ooze", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 30 }, "strength": 15, "dexterity": 11, "constitution": 19, "intelligence": 1, "wisdom": 7, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The skitterhaunt makes two claw attacks and one sting attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.", "attack_bonus": 4, "damage_dice": "1d8" }, { "name": "Sting", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Acid Spray (Recharge 6)", "desc": "The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Broken Shell", "desc": "A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage." }, { "name": "Infest Vermin", "desc": "If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze." } ], "spell_list": [], "page_no": 352, "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_skitterhaunt/" }, { "slug": "sluagh-swarm", "desc": "_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._ \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey. \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear. \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children. \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.", "name": "Sluagh Swarm", "size": "Medium", "type": "Fey", "subtype": "Swarm", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "", "hit_points": 54, "hit_dice": "12d8", "speed": { "walk": 30, "fly": 50 }, "strength": 6, "dexterity": 16, "constitution": 11, "intelligence": 6, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold; bludgeoning, piercing, and slashing", "damage_immunities": "", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Chilling Touch", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.", "attack_bonus": 5, "damage_dice": "8d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage", "desc": "They travel in swarms for a reason." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Shadowy Stealth", "desc": "While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action." }, { "name": "Sunlight Weakness", "desc": "While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws." } ], "spell_list": [], "page_no": 376, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sluagh-swarm/" }, { "slug": "smaragdine-golem", "desc": "_This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions are inlaid with bits of gold._ \n**Occult Initiates.** Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power. \n**Emerald Body.** Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem’s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers. \n**A Maker’s Privilege.** Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Smaragdine Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "22d10+110", "speed": { "walk": 30 }, "strength": 24, "dexterity": 11, "constitution": 21, "intelligence": 3, "wisdom": 11, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "4d8" }, { "name": "Release Spell", "desc": "The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." }, { "name": "Absorb Magic", "desc": "As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time." } ], "spell_list": [], "page_no": 236, "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_smaragdine-golem/" }, { "slug": "spark", "desc": "_This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone._ \n**Born in Storms.** When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. \n**Symbionts and Twins.** Some spellcasters deliberately seek out sparks for symbiosis. Sorcerers or clerics devoted to deities of the elements may reach an agreement with these creatures, allowing them to ride within their bodies for their entire lifetime. \nOccasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out and return to the elemental planes. \n**Seek Strong Hosts.** When a formless spark senses a potential body approaching, it dims its light or enters a metallic object. Sparks prefer to inhabit creatures with high Strength over other possible targets. Once in control of a body, the spark uses the new vessel to deliver shocking grasp attacks or to cast lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another. \n**Elemental Nature.** A spark doesn’t require air, food, drink, or sleep.", "name": "Spark", "size": "Tiny", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 84, "hit_dice": "13d4+52", "speed": { "hover": true, "walk": 10, "fly": 60 }, "strength": 4, "dexterity": 20, "constitution": 18, "intelligence": 10, "wisdom": 12, "charisma": 17, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning", "condition_immunities": "exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Primordial", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Inhabit", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: shocking grasp\n\n3/day: lightning bolt\n\n1/day: call lightning" } ], "spell_list": [], "page_no": 357, "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_spark/" }, { "slug": "spawn-of-arbeyach", "desc": "", "name": "Spawn Of Arbeyach", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 40, "climb": 20 }, "strength": 18, "dexterity": 15, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14", "languages": "Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "A Spawn of Arbeyach makes one bite attack and two stinger attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are." }, { "name": "Innate Spellcasting", "desc": "The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet." } ], "spell_list": [], "page_no": 97, "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_spawn-of-arbeyach/" }, { "slug": "spectral-guardian", "desc": "_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._ \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away. \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt. \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.", "name": "Spectral Guardian", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 6, "dexterity": 18, "constitution": 18, "intelligence": 11, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 13", "languages": "understands the languages it knew in life but can't speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The spectral guardian makes two spectral rend attacks." }, { "name": "Spectral Rend", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.", "attack_bonus": 7, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Tomb Bound", "desc": "The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect." }, { "name": "Withering Miasma", "desc": "A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest." }, { "name": "Variant: Arcane Guardian", "desc": "some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold" } ], "spell_list": [], "page_no": 358, "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_spectral-guardian/" }, { "slug": "spider-thief", "desc": "_This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head._ \n**Wire Fighters.** A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that target until it stops resisting or it escapes from the spider’s wire. By then, it should be ready to ensnare a new victim. \n**Completely Loyal.** This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master. \n**Guild Tools.** The spider thief got its name because its ability to climb walls and to effortlessly cross gaps between buildings up to 20 feet wide makes it an excellent accomplice for enterprising thieves. Some thieves guilds make extensive use of them, and many freelance rogues use them as partners. \n**Constructed Nature.** A spider thief doesn’t require air, food, drink, or sleep.", "name": "Spider Thief", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 54, "hit_dice": "12d6+12", "speed": { "walk": 30, "climb": 20 }, "strength": 10, "dexterity": 12, "constitution": 12, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "fire", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands Common but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The spider thief makes two sickle claw attacks." }, { "name": "Sickle Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.", "attack_bonus": 3, "damage_dice": "2d8" }, { "name": "Razor Line (Recharge 5-6)", "desc": "Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.", "attack_bonus": 3, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The spider thief is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The spider thief has advantage on saving throws against spells and other magical effects." }, { "name": "Wire-Assisted Jump", "desc": "If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack." } ], "spell_list": [], "page_no": 366, "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_spider-thief/" }, { "slug": "spinosaurus", "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._ \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.", "name": "Spinosaurus", "size": "Gargantuan", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 231, "hit_dice": "14d20+84", "speed": { "walk": 60, "swim": 40 }, "strength": 27, "dexterity": 9, "constitution": 22, "intelligence": 2, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "-", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.", "attack_bonus": 13, "damage_dice": "4d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "3d8" }, { "name": "Frightful Presence", "desc": "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats 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 spinosaurus' Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The spinosaurus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The spinosaurus moves up to half its speed." }, { "name": "Roar", "desc": "The spinosaurus uses Frightful Presence." }, { "name": "Tail Attack (Costs 2 Actions)", "desc": "The spinosaurus makes one tail attack." } ], "special_abilities": [ { "name": "Tamed", "desc": "The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid." }, { "name": "Siege Monster", "desc": "The spinosaurus deals double damage to objects and structures." } ], "spell_list": [], "page_no": 116, "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_spinosaurus/" }, { "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": "steam-golem", "desc": "_With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, a steam golem is a smooth-running machine of death._ \n**Magic Weapons.** The golem’s weapon attacks are magical. \n**Boilers and Hydraulics.** A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many can extend one arm into a single, long-hafted axe for additional reach. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires. \n**Steam Whistle.** A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain. \n**Fuel Required.** A steam golem’s machinery consumes 30 lb. of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs just one third of those amounts. \n**Constructed Nature.** A golem doesn’t require air, food, drink, or sleep.", "name": "Steam Golem", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 171, "hit_dice": "18d10+72", "speed": { "walk": 40 }, "strength": 26, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 10", "languages": "understands its creator's languages but can't speak", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The steam golem makes two ax arm attacks, or one long axe attack." }, { "name": "Ax Arm", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "4d6" }, { "name": "Long Axe", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "5d12" }, { "name": "Steam Blast (Recharge 5-6)", "desc": "A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Whistle", "desc": "When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Boiler Weakness", "desc": "A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Extend Long Ax", "desc": "A steam golem can extend or retract one arm into long ax form as a bonus action." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": 237, "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_steam-golem/" } ] }{ "count": 3207, "next": "