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=challenge_rating&page=59
https://api.open5e.com/v1/monsters/?format=api&ordering=challenge_rating&page=60", "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=challenge_rating&page=58", "results": [ { "slug": "dissimortuum", "desc": "_This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh and a third arm hangs from the right side of the creature’s body, its hand clutching a large sack stained with blood._ \n**Plague Bringers.** Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. \nWhen a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb. \n**Constructing Dissimortuum.** Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker. \n**Donning the Mask.** The mask of a dissimortuum is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object detects as magical with mixed enchantment and necromantic auras. It is a tempting souvenir, but anyone foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The character must make a successful DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The character acts normally for a day or two, but then the character notices periods of time that cannot be accounted for. During these times, the character gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the character is freed from domination as the undead creature is reborn.", "name": "Dissimortuum", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "climb": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 8, "wisdom": 11, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "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, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dissimortuum makes three claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.", "attack_bonus": 5, "damage_dice": "3d8" }, { "name": "Terrifying Mask", "desc": "Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 119, "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_dissimortuum/" }, { "slug": "dwarven-ringmage", "desc": "", "name": "Dwarven Ringmage", "size": "Medium", "type": "Humanoid", "subtype": "dwarf", "group": null, "alignment": "any", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 82, "hit_dice": "15d8+15", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 13, "intelligence": 18, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": 7, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "history": 7 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Dwarvish", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dwarven ringmage makes two melee attacks." }, { "name": "Ring-Staff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.", "attack_bonus": 3, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dwarven Resistance", "desc": "The dwarven ringmage has advantage on saving throws against poison." }, { "name": "Ring Magic", "desc": "The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell." }, { "name": "Ring-Staff Focus", "desc": "The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued." }, { "name": "Spellcasting", "desc": "the mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:\n\ncantrips (at will): fire bolt, mage hand, shocking grasp, true strike\n\n1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave\n\n2nd level (3 slots): misty step, web\n\n3rd level (3 slots): counterspell, fireball, fly\n\n4th level (3 slots): greater invisibility, ice storm\n\n5th level (1 slot): cone of cold" } ], "spell_list": [], "page_no": 420, "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_dwarven-ringmage/" }, { "slug": "einherjar", "desc": "_Stout bearded warriors with golden auras, the einherjar wear chain mail and carry two-handed battle axes and oaken shields— their badges and symbols are all different, and it is said no two braid their beards quite alike._ \nAs the spirits of warriors chosen by the valkyries and brought to Valhalla to fight for the gods against the giants, the einherjar are great warriors who eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the Jotun giants and thursir giants, to try their strength. Regardless of how often they are slain, the einherjar reappear each morning in Odin’s hall, so they have no fear of death, and their courage shames others into greater bravery. \n**Defenders of the Mortal World.** From time to time, the ravenfolk guide a troop of the einherjar against some of Loki’s minions or the servants of Boreas. These raids are often small battles, but the einherjar know they are only delaying the inevitable rise of the world serpent and its many evil spawn. This drives them to greater efforts against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They drink, they carouse, they slap and tickle and brag and boast and fart with the loudest and most boastful of Asgardians. Unlike most extraplanar creatures, they are very human, if somewhat larger than life. \n**Fear Dragons.** The einherjar have a notable soft spot for the ratatosk and the ravenfolk, but they are superstitiously fearful of dragons of all kinds. They sometimes hunt or ride or carouse with the fey lords and ladies. \n**Never Speak to the Living.** In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, a ratatosk, one of the ravenfolk, or other races allied with Asgard. In practice, this rule is often flouted, though if Loki’s servants notice it, they can dismiss any einherjar back to Valhalla for a day.", "name": "Einherjar", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 18, "armor_desc": "chain mail and shield", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30 }, "strength": 19, "dexterity": 16, "constitution": 19, "intelligence": 10, "wisdom": 14, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "intimidation": 6, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "piercing weapons that are nonmagical", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., truesight 60 ft., passive Perception 15", "languages": "Celestial, Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe." }, { "name": "Asgardian Battleaxe", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Handaxe", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Asgardian Battleaxes", "desc": "Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand." }, { "name": "Battle Loving", "desc": "Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them." }, { "name": "Battle Frenzy", "desc": "Once reduced to 30 hp or less, einherjar make all attacks with advantage." }, { "name": "Fearsome Gaze", "desc": "The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage." }, { "name": "Innate Spellcasting", "desc": "The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:" }, { "name": "At will", "desc": "bless, spare the dying" }, { "name": "1/day each", "desc": "death ward, spirit guardians" } ], "spell_list": [], "page_no": 167, "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_einherjar/" }, { "slug": "elder-shadow-drake", "desc": "_A large dragon-like creature with black scales and shadowy wings emerges suddenly from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone._ \n**Strange Humor.** Elder shadow drakes are mischievous and greedy. They devour entire goats and sheep and sometimes spell out messages with their bones. They make surprisingly good bandits, and sometimes ally themselves with bands of humanoids—their own share of plunder must always be clearly the largest share of any such arrangement. \n**Solitary Lairs.** They haunt dark and lonely places, such as deep caves, dense forests, and shadowy ruins. They are longlived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching. \n**Fade Into Shadows.** An elder shadow drake naturally fades from view in areas of dim light or darkness. Darkvision doesn’t overcome this, because the shadow drake doesn’t simply blend into shadows; it magically becomes invisible in them.", "name": "Elder Shadow Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 20, "fly": 60 }, "strength": 22, "dexterity": 13, "constitution": 18, "intelligence": 8, "wisdom": 9, "charisma": 13, "strength_save": null, "dexterity_save": 4, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "radiant", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Draconic, Umbral", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and one tail slap attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "3d10" }, { "name": "Tail Slap", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Stygian Breath (Recharge 5-6)", "desc": "The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shadow Blend", "desc": "In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness." }, { "name": "Shadow Jump (3/Day)", "desc": "An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet." }, { "name": "Speed Surge (3/Day)", "desc": "The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round." } ], "spell_list": [], "page_no": 153, "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_elder-shadow-drake/" }, { "slug": "fire-dancer-swarm", "desc": "_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._ \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace. \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them. \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times. \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.", "name": "Fire Dancer Swarm", "size": "Medium", "type": "Elemental", "subtype": "Swarm", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "fire, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Swarm", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.", "attack_bonus": 8, "damage_dice": "6d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "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 creature. The swarm can't regain hit points or gain temporary hit points." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 373, "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_fire-dancer-swarm/" }, { "slug": "gilded-devil", "desc": "_This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy._ \n**Servants of Mammon.** Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation. \n**Impression of Wisdom.** When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. \n**Fond of Gold and Jewels.** Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament.", "name": "Gilded Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "coin mail", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30 }, "strength": 17, "dexterity": 15, "constitution": 17, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": 6, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": null, "skills": { "deception": 9, "history": 5, "insight": 10, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60ft, passive Perception 14", "languages": "Celestial, Common, Draconic, Infernal; telepathy (120 ft.)", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The gilded devil makes two heavy flail attacks." }, { "name": "Heavy Flail (Scourge of Avarice)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "1d10+5" }, { "name": "Betrayal of Riches (Recharge 5-6)", "desc": "as a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.\n\nan item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.\n\narms: STR Save or Melee Damage halved until a short rest\n\nhand: STR Save or Drop any held item\n\neyes: DEX Save or Permanently blinded\n\nhead: DEX Save Disadvantage on INT checks until long rest\n\nfeet: DEX Save or Speed halved for 24 hours\n\nneck: CON Save or Stunned, unable to breathe for 1 round\n\nother: No additional effects" }, { "name": "Scorn Base Metals", "desc": "A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects." }, { "name": "Scourge of Avarice", "desc": "As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death." }, { "name": "Voracious Greed", "desc": "As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Liar's Largesse", "desc": "A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The gilded devil's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "the gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:\n\nat will: detect thoughts, major image, suggestion\n\n3/day each: dominate person, polymorph, scorching ray (4 rays), scrying\n\n1/day: teleport (self plus 50 lb of objects only)" } ], "spell_list": [], "page_no": 106, "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_gilded-devil/" }, { "slug": "herald-of-darkness", "desc": "_Stunningly tall and beautiful fiends, the heralds of darkness resemble dark-haired fey wearing cloaks and armor glittering with dark light and often surrounded by a nimbus of pale green fire._ \nHeralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous. \n**Vision of Evil.** Indeed, the heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of children carried along in a glacial river, rushing to an inevitable doom. \n**Sword and Cloak.** The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body; the smiling face and pleasing form are entirely illusory. \n**Corruptors of the Fey.** The heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light.", "name": "Herald Of Darkness", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 105, "hit_dice": "10d10+50", "speed": { "walk": 30, "swim": 30, "fly": 50 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 15, "charisma": 20, "strength_save": 8, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 5, "skills": { "athletics": 8, "deception": 8, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, thunder", "damage_immunities": "cold, lightning, necrotic, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 200 ft., passive Perception 15", "languages": "Common, Elvish, Goblin, Infernal, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack." }, { "name": "Embrace Darkness", "desc": "Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis." }, { "name": "Majesty of the Abyss (Recharge 4-6)", "desc": "The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds." }, { "name": "Shadow Sword", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrupting Touch", "desc": "A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw." }, { "name": "Gift of Darkness", "desc": "A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation." }, { "name": "Shadow Form", "desc": "A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action." } ], "spell_list": [], "page_no": 249, "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_herald-of-darkness/" }, { "slug": "lake-troll", "desc": "", "name": "Lake Troll", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 20, "swim": 40 }, "strength": 20, "dexterity": 13, "constitution": 20, "intelligence": 8, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The lake troll makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "1d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.", "attack_bonus": 8, "damage_dice": "2d8+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The lake troll can breathe air and water." }, { "name": "Keen Smell", "desc": "The lake troll has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Regeneration", "desc": "The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 389, "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_lake-troll/" }, { "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": "psoglav-demon", "desc": "", "name": "Psoglav Demon", "size": "Large", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 40, "fly": 60 }, "strength": 21, "dexterity": 23, "constitution": 20, "intelligence": 16, "wisdom": 19, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": 6, "skills": { "acrobatics": 9, "intimidation": 7, "perception": 6, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "blindsight 30 ft., darkvision 60 ft., passive Perception 16", "languages": "Common, Infernal; telepathy 60 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The psoglav demon makes three bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).", "attack_bonus": 8, "damage_dice": "2d12" }, { "name": "Shadow Stealing Ray (Recharge 5-6)", "desc": "The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:\n\n1/day: greater invisibility" }, { "name": "Magic Weapon", "desc": "The psoglav's weapon attacks are magical." }, { "name": "Shadow Door (4/Day)", "desc": "The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet." } ], "spell_list": [], "page_no": 79, "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_psoglav-demon/" }, { "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": "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": "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": "shadow-beast", "desc": "_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._ \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.", "name": "Shadow Beast", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 18, "constitution": 17, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Elvish, Umbral, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shadow beast makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d10" }, { "name": "Shadow Push (Recharge 5-6)", "desc": "The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The shadow beast can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Incorporeal Movement", "desc": "The shadow beast 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": "Innate Spellcasting", "desc": "the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis" }, { "name": "Magic Resistance", "desc": "The beast has advantage on saving throws against spells and other magical effects." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 345, "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-beast/" }, { "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": "soul-eater", "desc": "_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._ \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them. \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit. \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.", "name": "Soul Eater", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "", "hit_points": 104, "hit_dice": "16d8+32", "speed": { "walk": 30, "fly": 100 }, "strength": 13, "dexterity": 22, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 11, "strength_save": null, "dexterity_save": 9, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 3, "perception": 3, "skills": { "intimidation": 3, "perception": 3, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "paralyzed, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Infernal", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The soul eater makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Soul Drain", "desc": "If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Caster Link", "desc": "When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer." }, { "name": "Find Target", "desc": "When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name." } ], "spell_list": [], "page_no": 356, "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_soul-eater/" }, { "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": "spider-of-leng", "desc": "_These bloated purple spiders have small claws on their front legs that serve them as handlike manipulators. Their abdomens are a sickly purple-white._ \n**Hate Humanoids.** The nefarious spiders of Leng are highly intelligent. They are a very ancient race, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers. \n**Dangerous Blood.** Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets.", "name": "Spider Of Leng", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d10+51", "speed": { "walk": 30, "climb": 20 }, "strength": 14, "dexterity": 16, "constitution": 16, "intelligence": 17, "wisdom": 10, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": 6, "intelligence_save": 6, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "athletics": 5, "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "charmed, poisoned, unconscious", "senses": "darkvision 240 ft., passive Perception 13", "languages": "Common, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "A spider of Leng makes two claw attacks, two staff attacks, or one of each." }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Spit Venom", "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.", "attack_bonus": 6, "damage_dice": "3d8" }, { "name": "Staff of Leng", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": [ { "name": "Ancient Hatred", "desc": "When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Eldritch Understanding", "desc": "A spider of Leng can read and use any scroll." }, { "name": "Innate Spellcasting", "desc": "the spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages, detect magic, shocking grasp\n\n3/day each: shield, silence\n\n1/day each: arcane eye, confusion, hypnotic pattern, stoneskin" }, { "name": "Poisonous Blood", "desc": "An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn." }, { "name": "Shocking Riposte", "desc": "When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction." } ], "spell_list": [], "page_no": 365, "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-of-leng/" }, { "slug": "umbral-vampire", "desc": "", "name": "Umbral Vampire", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "", "hit_points": 84, "hit_dice": "13d8+26", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 1, "dexterity": 18, "constitution": 15, "intelligence": 14, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 5, "skills": { "perception": 5, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, necrotic, poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Common, Umbral, Void Speech", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Umbral Grasp", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. 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 shadow rises from the corpse 1d4 hours later.", "attack_bonus": 7, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The umbral vampire 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": "Innate Spellcasting", "desc": "the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles" }, { "name": "Shadow Blend", "desc": "When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed." }, { "name": "Strike from Shadow", "desc": "The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target." }, { "name": "Sunlight Sensitivity", "desc": "While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 397, "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_umbral-vampire/" }, { "slug": "vine-lord", "desc": "_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._ \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License", "name": "Vine Lord", "size": "Medium", "type": "Plant", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 16, "intelligence": 14, "wisdom": 16, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "blindsight 30 ft. (blind beyond this radius), passive Perception 13", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Spore Sacs (1/week)", "desc": "The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet." }, { "name": "Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Awaken the Green (1/Day)", "desc": "The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Green Strider", "desc": "The vine lord ignores movement restrictions and damage caused by natural undergrowth." }, { "name": "Magic Resistance", "desc": "The vine lord has advantage on saving throws against spells and other magical effects." }, { "name": "Regeneration", "desc": "The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle." }, { "name": "Root Mind", "desc": "Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised." } ], "spell_list": [], "page_no": 402, "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_vine-lord/" }, { "slug": "ape_giant_bf", "desc": "", "name": "Ape, Giant", "size": "huge", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 176, "hit_dice": "", "speed": { "walk": 40, "climb": 40 }, "strength": 26, "dexterity": 14, "constitution": 18, "intelligence": 6, "wisdom": 12, "charisma": 6, "strength_save": 8, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": -2, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "stunned", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The ape makes two Fist or Rock attacks. If both Fist attacks hit one Large or smaller creature, the target is grappled (escape DC 16). The ape has two fists, each of which can grapple only one target." }, { "name": "Fist", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 27 (4d10+5) bludgeoning damage." }, { "name": "Rock", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 50/100 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Throw", "desc": "One Large or smaller creature grappled by the ape is thrown up to 50 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 DEX save or take the same damage and be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_ape-giant/" }, { "slug": "golmana_bf", "desc": "", "name": "Golmana", "size": "medium", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 118, "hit_dice": "", "speed": { "walk": 40 }, "strength": 18, "dexterity": 16, "constitution": 14, "intelligence": 8, "wisdom": 12, "charisma": 14, "strength_save": 4, "dexterity_save": 3, "constitution_save": 2, "intelligence_save": -1, "wisdom_save": 1, "charisma_save": 2, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Demonic Resilience", "damage_immunities": "blinded,frightened,Demonic Resilience", "condition_immunities": "", "senses": "keensense 60 ft. (can't sense beyond this radius)", "languages": "Abyssal,Void Speech,telepathy 60 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The golmana makes two Claws attacks and one Tail attack. If both Claws attacks hit a Medium or smaller creature, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the golmana can't make Claws attacks against other targets." }, { "name": "Claws", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) slashing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 13 (2d8+4) piercing damage." }, { "name": "Void Screech (Recharge 5-6)", "desc": "The golmana lets out a keening screech in a 30-foot cone. Each creature that isn't a Fiend in that area must make a DC 15 CON save. On a failure, a creature takes 14 (4d6) necrotic damage and 18 (4d8) thunder damage, and it has disadvantage on the next attack roll it makes before the start of the golmana's next turn, as brief contact with the energies of the Void destabilizes the creature. On a success, a creature takes half the damage and doesn't suffer this disadvantage on its next attack roll." } ], "bonus_actions": [ { "name": "Consuming Rend", "desc": "The golmana violently digs its small, torso claws into one creature it is grappling. The target must make a DC 15 DEX save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one. The golmana then regains HP equal to the damage dealt." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Demonic Resilience", "desc": "The golmana is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Heightened Hearing", "desc": "The golmana's Perception is 19 when perceiving by hearing." }, { "name": "Magic Resistance", "desc": "The golmana has advantage on saves against spells and other magical effects." }, { "name": "Spider Climb", "desc": "The golmana can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_golmana/" }, { "slug": "master_alchemist_bf", "desc": "", "name": "Master Alchemist", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 152, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 18, "constitution": 22, "intelligence": 24, "wisdom": 12, "charisma": 14, "strength_save": 0, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": 7, "wisdom_save": 1, "charisma_save": 2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "any two languages", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The master alchemist makes three Hasty Concoction attacks." }, { "name": "Hasty Concoction", "desc": "_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 17 (3d8+4) acid, cold, fire, or poison damage (the alchemist's choice). The concoction then causes one of the following effects of the master alchemist's choice.\n- **Disorienting Vapors.** Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.\n- **Poisonous Cloud.** An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the master alchemist's next turn.\n- **Slick Floor.** A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the master alchemist's next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone. When the master alchemist makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage." }, { "name": "Explosive Flask (Recharge 5-6)", "desc": "The master alchemist throws an explosive flask at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 15 DEX save, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Healing Unguent (3/Day)", "desc": "The master alchemist rubs a greasy unguent on a creature's wounds. The target regains 14 (4d6) HP." } ], "bonus_actions": [ { "name": "Protective Draught (Recharge 4-6)", "desc": "The master alchemist drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the master alchemist's choice) until the end of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Tools of the Trade", "desc": "The master alchemist is proficient with alchemist's supplies and doubles its proficiency bonus for any ability check it makes with alchemist's supplies." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_master-alchemist/" }, { "slug": "oni_bf", "desc": "", "name": "Oni", "size": "large", "type": "Giant", "subtype": "Outsider", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "chain mail", "hit_points": 134, "hit_dice": "", "speed": { "walk": 30, "fly": 30, "hover": true }, "strength": 18, "dexterity": 16, "constitution": 22, "intelligence": 14, "wisdom": 18, "charisma": 22, "strength_save": 4, "dexterity_save": 3, "constitution_save": 6, "intelligence_save": 2, "wisdom_save": 4, "charisma_save": 6, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Giant Attributes", "damage_immunities": "prone", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Common,Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The oni makes two Claw or Glaive attacks, or it makes three Arcane Bolt attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Claw (True Form Only)", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 10 (3d6) force damage." }, { "name": "Glaive", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in a Medium or smaller form, plus 10 (3d6) force damage." }, { "name": "Arcane Bolt", "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 17 (4d6+3) force damage." }, { "name": "Whirling Glaive (Recharge 5-6)", "desc": "The oni channels its magic into its twirling glaive, creating magical wind in a 30-foot cone. Each creature in the area must make a DC 14 STR save. On a failure, a creature takes 31 (9d6) cold damage and is pushed up to 15 feet away from the oni. On a success, a creature takes half the damage and isn't pushed." }, { "name": "Spellcasting", "desc": "The oni casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _darkness_, _invisibility_ (self only)<br>1/day each: _charm_, _gaseous form_, _sleep_" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The oni magically transforms into a Small or Medium Humanoid, a Large ogre, or back into its true form, which is Giant. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it, except for its glaive, which adjusts to fit its new form. If the oni dies, it reverts to its true form, and the glaive reverts to its normal size." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Empowered Weapons", "desc": "The oni's weapon attacks are magical. When the oni hits with any weapon, the weapon deals an extra 3d6 force damage (included in the attack)." }, { "name": "Giant Attributes", "desc": "The oni is resistant to the stunned condition." }, { "name": "Regeneration", "desc": "The oni regains 10 HP at the start of its turn if it has at least 1 HP." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_oni/" }, { "slug": "shield_guardian_bf", "desc": "", "name": "Shield Guardian", "size": "large", "type": "Construct", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 139, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 8, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 2, "strength_save": 4, "dexterity_save": -1, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 2, "charisma_save": -4, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "Construct Resilience", "condition_immunities": "", "senses": "keensense 10 ft., darkvision 60 ft.", "languages": "understands the languages of its creator and the languages of the wearer of its amulet but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shield guardian makes two Runed Fist attacks, or it makes three Rune Bolt attacks." }, { "name": "Runed Fist", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 14 (4d8) force damage." }, { "name": "Rune Bolt", "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 16 (4d6+2) force damage." } ], "bonus_actions": [ { "name": "Protective Step", "desc": "The guardian teleports up to 60 feet to an unoccupied space it can see within 5 feet of the amulet's wearer." } ], "reactions": [ { "name": "Shield", "desc": "When a creature the guardian can see makes an attack against the amulet's wearer, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Bound", "desc": "The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the guardian knows the distance and direction to the amulet's wearer, and the amulet's wearer can telepathically call the guardian, teleporting the guardian to an unoccupied space within 5 feet of the wearer after 1 minute. In addition, if the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is taken by the guardian instead." }, { "name": "Construct Nature", "desc": "The shield guardian doesn't require air, food, drink, or sleep." }, { "name": "Construct Resilience", "desc": "The shield guardian is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions." }, { "name": "Regeneration", "desc": "The shield guardian regains 10 HP at the start of its turn if it has at least 1 HP." }, { "name": "Spell Storing", "desc": "A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell, using the appropriate action required by the spell, with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_shield-guardian/" }, { "slug": "stone_giant_bf", "desc": "", "name": "Stone Giant", "size": "huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 156, "hit_dice": "", "speed": { "walk": 40 }, "strength": 22, "dexterity": 20, "constitution": 26, "intelligence": 10, "wisdom": 18, "charisma": 8, "strength_save": 6, "dexterity_save": 5, "constitution_save": 8, "intelligence_save": 0, "wisdom_save": 4, "charisma_save": -1, "perception": 14, "skills": {}, "damage_vulnerabilities": "thunder,Giant Attributes", "damage_resistances": "lightning,petrified,Giant Attributes", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Giant", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two Stony Fist or Rock attacks." }, { "name": "Stony Fist", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 24 (4d8+6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the stone giant isn't already grappling a creature." }, { "name": "Rock", "desc": "_Ranged Weapon Attack:_ +9 to hit, range 60/240 ft., one target. _Hit:_ 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 STR save or be knocked prone." } ], "bonus_actions": [ { "name": "Wrestle", "desc": "The stone giant performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC 17 STR save or suffer the listed effect until the stone giant uses this bonus action again or until the grapple ends.\n- **Armbar.** The target has disadvantage on attack rolls and on checks made to escape the grapple.\n- **Chinlock.** The target can't speak and can't cast spells with verbal components.\n- **Takedown.** The target is knocked prone and restrained.\n- **Throw.** The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 DEX save or take the same damage and be knocked prone." } ], "reactions": [ { "name": "Missile Deflection", "desc": "If a creature the giant can see makes a ranged weapon attack against the giant, the giant can add 3 to its AC. If the attack misses, the giant can catch the missile, provided the attack included a projectile, and throw it back at the attacker, using the giant's normal ranged weapon attack bonus and the weapon's normal damage." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The stone giant is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Stone Camouflage", "desc": "The giant's Stealth is 20 while in rocky terrain." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_stone-giant/" }, { "slug": "young_black_dragon_bf", "desc": "", "name": "Young Black Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 20, "dexterity": 20, "constitution": 22, "intelligence": 12, "wisdom": 18, "charisma": 20, "strength_save": 5, "dexterity_save": 5, "constitution_save": 6, "intelligence_save": 1, "wisdom_save": 4, "charisma_save": 5, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid,poisoned", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 3-foot line that is 5 feet wide. Each creature in that line must make a DC 15 DEX save, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Acidic Vapors", "desc": "After the black dragon uses its Acid Breath, acid clings to its mouth, throat, and nostrils for a time, evaporating as the dragon breathes. While the dragon's Acid Breath is unavailable, acidic vapors surround it, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or be poisoned until the start of its next turn." }, { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-black-dragon/" }, { "slug": "young_copper_dragon_bf", "desc": "", "name": "Young Copper Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 18, "dexterity": 18, "constitution": 22, "intelligence": 16, "wisdom": 18, "charisma": 20, "strength_save": 4, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": 3, "wisdom_save": 4, "charisma_save": 5, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Slowing Breath, if available." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one." }, { "name": "Slowing Breath (Recharge 6)", "desc": "As the **copper dragon wyrmling**, except it is a 30-foot cone, and the save DC is 14." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Corrosive Scales", "desc": "When the copper dragon hasn't spit its Acid Breath, the acid built up within the dragon causes the patina on its scales to spread to weapons that strike it. While the dragon's Acid Breath is available, any weapon made of metal that hits the dragon corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If a nonmagical weapon's penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the dragon is destroyed after dealing damage. A magical weapon can't have a penalty greater than -5, and a magical weapon removes this penalty after 24 hours or after its attuned wielder finishes a long rest." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_young-copper-dragon/" }, { "slug": "assassin", "desc": "Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.", "name": "Assassin", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "NPCs", "alignment": "any non-good alignment", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 14, "intelligence": 13, "wisdom": 11, "charisma": 10, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 4, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "acrobatics": 6, "deception": 3, "perception": 3, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "poison", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Thieves' cant plus any two languages", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The assassin makes two shortsword attacks." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 6, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Light Crossbow", "desc": "Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 6, "damage_dice": "1d8", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Assassinate", "desc": "During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit." }, { "name": "Evasion", "desc": "If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." }, { "name": "Sneak Attack (1/Turn)", "desc": "The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.", "attack_bonus": 0, "damage_dice": "4d6" } ], "spell_list": [], "page_no": 396, "environments": [ "Urban", "Desert", "Sewer", "Forest", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_assassin/" }, { "slug": "cloaker", "desc": "", "name": "Cloaker", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d10+12", "speed": { "walk": 10, "fly": 40 }, "strength": 17, "dexterity": 15, "constitution": 12, "intelligence": 13, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Deep Speech, Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cloaker makes two attacks: one with its bite and one with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Tail", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "1d8", "damage_bonus": 3 }, { "name": "Moan", "desc": "Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours." }, { "name": "Phantasms (Recharges after a Short or Long Rest)", "desc": "The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.\nWhenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.\nA duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Damage Transfer", "desc": "While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half." }, { "name": "False Appearance", "desc": "While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak." }, { "name": "Light Sensitivity", "desc": "While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 268, "environments": [ "Underdark", "Sewer", "Laboratory", "Caverns" ], "img_main": "http://api.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/cloaker.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_cloaker/" }, { "slug": "frost-giant", "desc": "", "name": "Frost Giant", "size": "Huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "neutral evil", "armor_class": 15, "armor_desc": "patchwork armor", "hit_points": 138, "hit_dice": "12d12+60", "speed": { "walk": 40 }, "strength": 23, "dexterity": 9, "constitution": 21, "intelligence": 9, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": 3, "skills": { "athletics": 9, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greataxe attacks." }, { "name": "Greataxe", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.", "attack_bonus": 9, "damage_dice": "3d12", "damage_bonus": 6 }, { "name": "Rock", "desc": "Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "4d10", "damage_bonus": 6 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 313, "environments": [ "Shadowfell", "Mountains", "Mountain", "Tundra", "Arctic" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_frost-giant/" }, { "slug": "hezrou", "desc": "", "name": "Hezrou", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d10+65", "speed": { "walk": 30 }, "strength": 19, "dexterity": 17, "constitution": 20, "intelligence": 5, "wisdom": 12, "charisma": 13, "strength_save": 7, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 11", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hezrou makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d10", "damage_bonus": 4 }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The hezrou has advantage on saving throws against spells and other magical effects." }, { "name": "Stench", "desc": "Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours." } ], "spell_list": [], "page_no": 271, "environments": [ "Abyss" ], "img_main": "http://api.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/hezrou.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_hezrou/" }, { "slug": "hydra", "desc": "", "name": "Hydra", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d12+75", "speed": { "walk": 30, "swim": 30 }, "strength": 20, "dexterity": 12, "constitution": 20, "intelligence": 2, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hydra makes as many bite attacks as it has heads." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "1d10", "damage_bonus": 5 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The hydra can hold its breath for 1 hour." }, { "name": "Multiple Heads", "desc": "The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\nWhenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.\nAt the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way." }, { "name": "Reactive Heads", "desc": "For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks." }, { "name": "Wakeful", "desc": "While the hydra sleeps, at least one of its heads is awake." } ], "spell_list": [], "page_no": 323, "environments": [ "Swamp", "Caverns", "Plane Of Water", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_hydra/" }, { "slug": "spirit-naga", "desc": "", "name": "Spirit Naga", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "Nagas", "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d10+20", "speed": { "walk": 40 }, "strength": 18, "dexterity": 17, "constitution": 14, "intelligence": 16, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Abyssal, Common", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 7, "damage_dice": "1d6", "damage_bonus": 4 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Rejuvenation", "desc": "If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning." }, { "name": "Spellcasting", "desc": "The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:\n\n* Cantrips (at will): mage hand, minor illusion, ray of frost\n* 1st level (4 slots): charm person, detect magic, sleep\n* 2nd level (3 slots): detect thoughts, hold person\n* 3rd level (3 slots): lightning bolt, water breathing\n* 4th level (3 slots): blight, dimension door\n* 5th level (2 slots): dominate person" } ], "spell_list": [ "https://api.open5e.com/v2/spells/mage-hand/?format=api", "https://api.open5e.com/v2/spells/minor-illusion/?format=api", "https://api.open5e.com/v2/spells/ray-of-frost/?format=api", "https://api.open5e.com/v2/spells/charm-person/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/sleep/?format=api", "https://api.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api.open5e.com/v2/spells/hold-person/?format=api", "https://api.open5e.com/v2/spells/lightning-bolt/?format=api", "https://api.open5e.com/v2/spells/water-breathing/?format=api", "https://api.open5e.com/v2/spells/blight/?format=api", "https://api.open5e.com/v2/spells/dimension-door/?format=api", "https://api.open5e.com/v2/spells/dominate-person/?format=api" ], "page_no": 335, "environments": [ "Temple", "Desert", "Underdark", "Astral Plane", "Mountains", "Forest", "Ruin", "Jungle", "Caverns" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_spirit-naga/" }, { "slug": "tyrannosaurus-rex", "desc": "", "name": "Tyrannosaurus Rex", "size": "Huge", "type": "Beast", "subtype": "", "group": "Dinosaurs", "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d12+52", "speed": { "walk": 50 }, "strength": 25, "dexterity": 10, "constitution": 19, "intelligence": 2, "wisdom": 12, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.", "attack_bonus": 10, "damage_dice": "4d12", "damage_bonus": 7 }, { "name": "Tail", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.", "attack_bonus": 10, "damage_dice": "3d8", "damage_bonus": 7 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 279, "environments": [ "Jungle", "Swamp", "Grassland", "Mountains" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_tyrannosaurus-rex/" }, { "slug": "young-bronze-dragon", "desc": "", "name": "Young Bronze Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Bronze Dragon", "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d10+60", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 21, "dexterity": 10, "constitution": 19, "intelligence": 14, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 7, "skills": { "insight": 4, "perception": 7, "stealth": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10", "damage_bonus": 5 }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "2d6", "damage_bonus": 5 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.", "attack_bonus": 0, "damage_dice": "10d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 295, "environments": [ "Desert", "Coastal" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-bronze-dragon/" }, { "slug": "young-green-dragon", "desc": "", "name": "Young Green Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Green Dragon", "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10+48", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 19, "dexterity": 12, "constitution": 17, "intelligence": 16, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 7, "skills": { "deception": 5, "perception": 7, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 17", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 7, "damage_dice": "2d10+2d6", "damage_bonus": 4 }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "12d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 285, "environments": [ "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_young-green-dragon/" }, { "slug": "ahu-nixta-cataphract", "desc": "At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars._ \n**Clockwork Armor.** Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. \n**Evolved Terrors.** As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of Open Game License", "name": "Ahu-Nixta Cataphract", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "clockwork armor", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "hover": true, "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 8, "constitution": 14, "intelligence": 19, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice." }, { "name": "Whirring Blades", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Pronged Scepter", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d6+5" }, { "name": "Bashing Rod", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Arcane Cannon", "desc": "Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "4d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Clockwork Encasement", "desc": "The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. \n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action." }, { "name": "Immutable Form", "desc": "The ahu-nixta's clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor." }, { "name": "Innate Spellcasting", "desc": "The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components:\nAt will: fear, fire bolt (2d10), telekinesis" } ], "spell_list": [], "page_no": 9, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ahu-nixta-cataphract/" }, { "slug": "astral-devourer", "desc": "A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._ \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed. \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.", "name": "Astral Devourer", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "fly": 30, "hover": true, "walk": 30 }, "strength": 13, "dexterity": 16, "constitution": 17, "intelligence": 14, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 5, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison, psychic", "condition_immunities": "grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The astral devourer makes two melee attacks." }, { "name": "Hungering Serpents", "desc": "Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Serpent Spray (Recharge 6)", "desc": "The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray." } ], "bonus_actions": null, "reactions": [ { "name": "Divide", "desc": "When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind." }, { "name": "Recombine", "desc": "When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Collective Mind", "desc": "The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised." }, { "name": "Magic Resistance", "desc": "The astral devourer has advantage on saving throws against spells and other magical effects." }, { "name": "Swarm", "desc": "The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 30, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_astral-devourer/" }, { "slug": "astri", "desc": "Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need._ \n**Good Samaritans.** Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help. \n**Bringers of Hope.** When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes. \n**Enemies of Greed.** Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the _geas_ that may be attached to the helping hand.", "name": "Astri", "size": "Small", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 15, "armor_desc": null, "hit_points": 112, "hit_dice": "15d6+60", "speed": { "burrow": 30, "walk": 30 }, "strength": 12, "dexterity": 21, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 6, "skills": { "perception": 6, "stealth": 8, "survival": 9 }, "damage_vulnerabilities": "", "damage_resistances": "poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The astri makes three bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.", "attack_bonus": 8, "damage_dice": "1d8+5" }, { "name": "Healing Touch (3/Day)", "desc": "The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness." } ], "bonus_actions": null, "reactions": [ { "name": "Defensive Counter", "desc": "When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Enforce Good Deeds", "desc": "A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion." }, { "name": "Helping Hand", "desc": "The astri can take the Help action as a bonus action on each of its turns." }, { "name": "Magic Resistance", "desc": "The astri has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The astri's weapon attacks are magical." }, { "name": "Innate Spellcasting", "desc": "The astri's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components:\nAt will: create or destroy water, detect poison and disease, produce flame, purify food and drink\n3/day each: bless, create food and water, lesser restoration\n1/day each: remove curse" } ], "spell_list": [], "page_no": 31, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_astri/" }, { "slug": "avulzor", "desc": "A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves._ \n**Horrors from Beyond Reality.** Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. \n**Masters of Bone.** While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like Open Game License", "name": "Avulzor", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "bone kilt", "hit_points": 135, "hit_dice": "18d10+36", "speed": { "walk": 30 }, "strength": 19, "dexterity": 17, "constitution": 14, "intelligence": 18, "wisdom": 16, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 6, "skills": { "arcana": 7, "insight": 6, "intimidation": 8, "medicine": 6, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic", "condition_immunities": "paralyzed, stunned", "senses": "darkvision 90 ft., passive Perception 16", "languages": "Common, Deep Speech, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The avulzor makes two claw attacks and two synchronized bite attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Synchronized Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "4d4+4" }, { "name": "Animate Bones (Recharge 5-6)", "desc": "The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor's mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bone Shaping", "desc": "The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can't use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn't being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target's next turn: \n* Armor Class increases by 2 \n* Reach increases by 5 feet \n* Melee weapon attacks deal an extra 1d4 damage of the weapon's type. \n* Speed increases by 10 feet." }, { "name": "Bone Kilt", "desc": "The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor's Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3." }, { "name": "Turning Defiance", "desc": "Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead." } ], "spell_list": [], "page_no": 37, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_avulzor/" }, { "slug": "bloodstone-sentinel", "desc": "A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._ \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies. \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores. \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals. \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.", "name": "Bloodstone Sentinel", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "11d10+48", "speed": { "walk": 30 }, "strength": 18, "dexterity": 7, "constitution": 18, "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": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creators but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bloodstone sentinel makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Lure", "desc": "When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt." }, { "name": "Blood Reservoir", "desc": "The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points." } ], "spell_list": [], "page_no": 45, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_bloodstone-sentinel/" }, { "slug": "greater-ghast-of-leng", "desc": "The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._ \n**Leaders of Carnivores.** Open Game License", "name": "Greater Ghast of Leng", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10+54", "speed": { "walk": 40 }, "strength": 17, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "bludgeoning, cold", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp." }, { "name": "Command Ghasts of Leng", "desc": "As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round." }, { "name": "Keen Smell", "desc": "The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Sunlight Hypersensitivity", "desc": "The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 52, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_greater-ghast-of-leng/" }, { "slug": "hantu-penanggal", "desc": "The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws._ \n**Cursed Nature.** Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent. \n**Mistaken for Undead.** Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.", "name": "Hantu Penanggal", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "any evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "19d8+38", "speed": { "fly": 40, "walk": 30 }, "strength": 14, "dexterity": 16, "constitution": 14, "intelligence": 11, "wisdom": 10, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "deception": 10, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "truesight 60 ft., passive Perception 10", "languages": "Abyssal, Common, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "When detached, the hantu penanggal's head makes one bite attack and one entrails attack, and its body makes two claw attacks. In its whole form, it can make three rapier attacks." }, { "name": "Rapier (Whole Form Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.", "attack_bonus": 6, "damage_dice": "1d8+3" }, { "name": "Claw (Body Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) necrotic damage.", "attack_bonus": 6, "damage_dice": "1d8+3" }, { "name": "Bite (Head Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the penanggal regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way becomes the new body for the penanggal, if it is detached and its body died. Otherwise, the humanoid rises 24 hours later as a new hantu penanggal.", "attack_bonus": 6, "damage_dice": "2d8+3" }, { "name": "Entrails (Head Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the penanggal can't use its entrails on another target.", "attack_bonus": 6, "damage_dice": "2d6+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Detachable Head", "desc": "As a bonus action, the hantu penanggal detaches its head. The head trails entrails like flexible tentacles. While detached, the head and body act independently from each other on the same initiative, and each has hp equal to half its hp before detaching its head. Its statistics remain the same in both forms, except the body loses its truesight and gains blindsight out to a range of 60 feet.\n\nThe head and body can use the whole form's innate spellcasting trait, expending daily uses as normal. The two forms can rejoin into the fiend's whole form as a bonus action if they are within 5 feet of each other. If the head is destroyed while it is detached, the body also perishes. If the body is destroyed while the head is detached, the head has disadvantage on attack rolls and ability checks until it acquires a new body. A creature within 30 feet of the penanggal and that can see the detachment must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Innate Spellcasting", "desc": "The hantu penanggal's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components.\nAt will: darkness, detect evil and good\n2/day each: protection from evil and good, scorching ray\n1/day each: gaseous form" } ], "spell_list": [], "page_no": 192, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_hantu-penanggal/" }, { "slug": "hebi-doku", "desc": "A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._ \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents. \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts. \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones. \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.", "name": "Hebi-Doku", "size": "Medium", "type": "Fey", "subtype": "kami", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": null, "hit_points": 123, "hit_dice": "13d8+65", "speed": { "climb": 40, "walk": 40 }, "strength": 17, "dexterity": 21, "constitution": 21, "intelligence": 15, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Disabling Sting", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.", "attack_bonus": 8, "damage_dice": "3d4+5" }, { "name": "Toxic Spittle", "desc": "Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 8, "damage_dice": "3d6" }, { "name": "Transfixing Rattle", "desc": "The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Serpentine Mind", "desc": "The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy." } ], "spell_list": [], "page_no": 222, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_hebi-doku/" }, { "slug": "hoard-drake", "desc": "A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws._ \n**Avarice Personified.** Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs. \n**Robbers Beware.** Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.", "name": "Hoard Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 18, "dexterity": 7, "constitution": 20, "intelligence": 16, "wisdom": 10, "charisma": 12, "strength_save": 7, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "arcana": 6, "history": 6, "nature": 6, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Draconic", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hoard drake makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8+4" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "3d6+4" }, { "name": "Midas Breath (Recharge 6)", "desc": "The hoard drake spits molten gold in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 36 (8d8) fire damage and the gold clings to it. On a success, a creature takes half the damage and the gold doesn't cling to it. A creature with gold clinging to it has its speed halved until it takes an action to scrape off the gold.\n\nThe gold produced by Midas Breath can be collected once it has cooled, providing roughly 50 gp worth of gold dust and scraps each time it spits molten gold." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Miser's Fury", "desc": "The hoard drake knows the scent of every coin, gem and item of value in its hoard. The drake has advantage on Wisdom (Perception and Survival) checks to find and track its hoard. In addition, it has advantage on attack rolls against a creature if the creature is in possession of any portion of its hoard." }, { "name": "Treasure Sense", "desc": "A hoard drake can pinpoint, by scent, the location of precious metals and minerals, such as coins and gems, within 60 feet of it. In addition, it can differentiate between various types of metals and minerals and can determine if the metal or mineral is magical." } ], "spell_list": [], "page_no": 258, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_hoard-drake/" }, { "slug": "hongaek", "desc": "A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles._ \n**Harbingers of Pestilence.** The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison. \n**Elemental Hatred.** Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet. \n**Elemental Nature.** The hongaek doesn’t require air, food, drink, or sleep.", "name": "Hongaek", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": null, "hit_points": 105, "hit_dice": "14d10+28", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 5, "dexterity": 20, "constitution": 14, "intelligence": 12, "wisdom": 15, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "medicine": 5, "perception": 5, "stealth": 8 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 90 ft. (blind beyond this radius), passive Perception 15", "languages": "Auran, Common, Deep Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The hongaek makes two attacks with its vaporous tentacles." }, { "name": "Vaporous Tentacle", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 8, "damage_dice": "4d8" }, { "name": "Invisibility", "desc": "The hongaek magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the hongaek wears or carries is invisible with it." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Exacerbate Affliction", "desc": "The hongaek has advantage on attack rolls against a creature that is suffering from a disease or that has the poisoned condition." }, { "name": "Gas Form", "desc": "The hongaek can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing, but it can't move through water or other liquids." }, { "name": "Prolong Affliction", "desc": "Each creature within 30 feet of the hongaek that is suffering a disease or that has the poisoned condition has disadvantage on saving throws against the disease or poison afflicting it. In addition, the hongaek can pinpoint the location of such creatures within 30 feet of it." }, { "name": "Innate Spellcasting (1/Day)", "desc": "The hongaek can innately cast contagion, requiring no material components. Its innate spellcasting ability is Charisma." } ], "spell_list": [], "page_no": 201, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_hongaek/" }, { "slug": "huecambra", "desc": "The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes._ \n**Mysterious Jungle Hunters.** The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Open Game License", "name": "Huecambra", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "13d10+65", "speed": { "swim": 30, "walk": 40 }, "strength": 18, "dexterity": 12, "constitution": 20, "intelligence": 8, "wisdom": 13, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, thunder", "condition_immunities": "charmed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn't poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn't trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d10+4" }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Gem Explosion (Recharge 6)", "desc": "The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. A creature cursed by the huecambra's bite has disadvantage on this saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 203, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_huecambra/" }, { "slug": "ikuchi", "desc": "An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks._ \n**Giant Elementals.** One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents. \n**Sinker of Boats.** More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.", "name": "Ikuchi", "size": "Gargantuan", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 116, "hit_dice": "8d20+32", "speed": { "walk": 20, "swim": 50 }, "strength": 20, "dexterity": 13, "constitution": 18, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Aquan", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The ikuchi makes two attacks: one with its bite and one to constrict." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Constrict", "desc": "Melee Weapon Attack: +8 to hit, reach 20 ft., one Huge or smaller creature. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 16) if the ikuchi isn't already constricting two other creatures. Until this grapple ends, the target is restrained.", "attack_bonus": 8, "damage_dice": "2d8+5" }, { "name": "Crush (Recharge 4-6)", "desc": "Each creature grappled by the ikuchi must make a DC 16 Strength saving throw, taking 23 (4d8 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ikuchi Oil", "desc": "The ikuchi constantly emits a thick, nonflammable, yellowish oil. When the ikuchi is underwater, this oil makes the water within 30 feet of the ikuchi difficult terrain. Each time a creature moves more than 10 feet through this area it must succeed on a DC 15 Strength saving throw or be restrained by the thick oil until the end of its next turn. A creature under the effects of a freedom of movement spell or similar magic is immune to the effects of Ikuchi Oil." }, { "name": "Water Breathing", "desc": "The ikuchi can breathe only underwater." } ], "spell_list": [], "page_no": 210, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_ikuchi/" }, { "slug": "kachlian", "desc": "This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples._ \n**Otherborn.** Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth. \n**Eater of Souls.** The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a Open Game License", "name": "Kachlian", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d12+60", "speed": { "fly": 40, "walk": 0, "hover": true }, "strength": 18, "dexterity": 10, "constitution": 19, "intelligence": 16, "wisdom": 15, "charisma": 9, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning", "damage_immunities": "", "condition_immunities": "stunned, paralyzed, prone", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Deep Speech, Undercommon", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The kachlian makes three attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 16). The kachlian has three tentacles, each of which can grapple only one target.", "attack_bonus": 7, "damage_dice": "3d8+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Consume Soul", "desc": "A creature slain by the kachlian can't be restored to life unless the kachlian is killed within 24 hours of slaying the creature. After 24 hours, the soul becomes part of the kachlian, and the creature can be restored only with a wish spell." }, { "name": "Spellcasting", "desc": "The kachlian is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The kachlian has the following wizard spells prepared:\nCantrips (at will): chill touch, minor illusion, ray of frost, shocking grasp\n1st level (4 slots): detect magic, hideous laughter, identify, magic missile\n2nd level (3 slots): blindness/deafness, darkness, see invisibility\n3rd level (3 slots): counterspell, slow\n4th level (1 slots): confusion" } ], "spell_list": [], "page_no": 219, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_kachlian/" } ] }{ "count": 3207, "next": "