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=charisma&page=60
https://api.open5e.com/v1/monsters/?format=api&ordering=charisma&page=61", "previous": "https://api.open5e.com/v1/monsters/?format=api&ordering=charisma&page=59", "results": [ { "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": "young_green_dragon_bf", "desc": "", "name": "Young Green Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 148, "hit_dice": "", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 18, "dexterity": 18, "constitution": 22, "intelligence": 20, "wisdom": 18, "charisma": 20, "strength_save": 4, "dexterity_save": 4, "constitution_save": 6, "intelligence_save": 5, "wisdom_save": 4, "charisma_save": 5, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "8", "cr": 8.0, "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 plus 7 (2d6) poison damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "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 CON save, taking 42 (12d6) poison 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": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Hallucinogenic Gas", "desc": "After the green dragon exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the dragon's body linger around it. While the dragon's Poison Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 14 WIS save or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is frightened, and its speed is reduced to 0." } ], "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-green-dragon/" }, { "slug": "droth", "desc": "", "name": "Droth", "size": "Huge", "type": "Aberration", "subtype": "shoth", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 230, "hit_dice": "20d12+100", "speed": { "climb": 10, "walk": 20 }, "strength": 18, "dexterity": 9, "constitution": 20, "intelligence": 14, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "acid", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 17", "languages": "all, telepathy 100 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "desc": "The droth makes two oozing crush attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "4d12+4", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.", "name": "Oozing Crush" }, { "desc": "A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.", "name": "Merge" }, { "desc": "The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.", "name": "Acid Wave (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.", "name": "Absorbent (3/Day)" }, { "desc": "The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.", "name": "Amorphous" }, { "desc": "Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.", "name": "Soothing Aura" } ], "spell_list": [], "page_no": 333, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_droth/" }, { "slug": "greater-rakshasa", "desc": "", "name": "Greater Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 144, "hit_dice": "17d8+68", "speed": { "walk": 40 }, "strength": 14, "dexterity": 18, "constitution": 18, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "15", "cr": 15.0, "actions": [ { "desc": "The greater rakshasa makes two claw attacks.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "2d6+2", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.", "name": "Claw" }, { "desc": "The greater rakshasa chooses a point it can see within 60 feet, conjuring a terrifying manifestation of its enemies' worst fears in a 30-foot-radius around the point. Each non-rakshasa in the area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) psychic damage and becomes frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Harrowing Visions (Recharge 5-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The greater rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The greater rakshasa regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The greater rakshasa makes one claw attack.", "name": "Claw Attack" }, { "desc": "The greater rakshasa becomes invisible at the same time that an illusory double of itself appears where it is standing. This switch is indiscernible to others. After the double appears, the greater rakshasa can move up to its speed. Both effects last until the start of the greater rakshasa's next turn, but the invisibility ends if the greater rakshasa makes an attack or casts a spell before then.", "name": "Misleading Escape (Costs 2 Actions)" }, { "desc": "The greater rakshasa casts a spell from its list of innate spells, consuming a use of the spell as normal.", "name": "Cast a Spell (Costs 3 Actions)" } ], "special_abilities": [ { "desc": "The greater rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.", "name": "Limited Magic Immunity" }, { "desc": "When the greater rakshasa casts the charm person spell, it can target up to five creatures. When it casts the dominate person spell, the spell's duration is concentration, up to 8 hours.", "name": "Puppet Master" }, { "desc": "The greater rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The greater rakshasa can innately cast the following spells, requiring no material components:\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 0, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_greater-rakshasa/" }, { "slug": "infernal-knight", "desc": "", "name": "Infernal Knight", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "plate", "hit_points": 247, "hit_dice": "26d8+130", "speed": { "fly": 60, "walk": 30 }, "strength": 24, "dexterity": 14, "constitution": 20, "intelligence": 17, "wisdom": 21, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "athletics": 12, "insight": 10, "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered", "damage_immunities": "fire, necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "truesight 60 ft., passive Perception 20", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "desc": "The infernal knight makes two melee attacks or uses its Hellfire Bolt twice. It can replace one attack with Reave Soul.", "name": "Multiattack" }, { "attack_bonus": 12, "damage_dice": "2d6+7", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) necrotic damage. A creature hit by the sword must succeed on a DC 18 Constitution saving throw or suffer disadvantage on attack rolls and ability checks based on Strength or Dexterity until the end of its next turn.", "name": "Greatsword" }, { "attack_bonus": 10, "damage_dice": "3d6", "desc": "Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage plus 17 (5d6) necrotic damage. A creature hit must succeed on a DC 18 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", "name": "Hellfire Bolt" }, { "desc": "The infernal knight targets a creature with 0 hp that it can see within 60 feet of it. If the creature is alive, it must succeed on a DC 18 Constitution saving throw or die and have its soul drawn into the infernal knight's greatsword. If the creature is dead and has been dead for less than 1 minute, its soul is automatically captured. When the infernal knight captures a soul, it regains 30 hp, and Reave Soul recharges at the start of its next turn. While a creature's soul is trapped, that creature can't be returned to life by any means short of a wish spell.\n\nA banishment spell targeted at the greatsword forces the infernal knight to make a Charisma saving throw against the spell. On a failed save, any souls trapped in the blade are released instead of the spell's normal effect. Trapped souls are also released when the infernal knight dies.", "name": "Reave Soul (Recharge 5-6)" }, { "desc": "The infernal knight magically tears a rift in the fabric of the multiverse. The rift is a portal to a plane of the infernal knight's choice. The portal remains open for 1 hour, during which time any creature can pass through it, moving from one plane to the other. A dispel magic spell targeting the rift can destroy it if the caster succeeds on a DC 18 spellcasting ability check.", "name": "Planar Rift (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "If the infernal knight is given a quarry by its lord, the knight knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.", "name": "Faultless Tracker" }, { "desc": "The infernal knight has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The infernal knight's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "The infernal knight regains 10 hp at the start of its turn if it has at least 1 hp.", "name": "Regeneration" } ], "spell_list": [], "page_no": 104, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_infernal-knight/" }, { "slug": "karakura", "desc": "", "name": "Karakura", "size": "Medium", "type": "Fiend", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "17d8", "speed": { "fly": 40, "walk": 30 }, "strength": 7, "dexterity": 18, "constitution": 11, "intelligence": 15, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 4, "skills": { "deception": 8, "perception": 4, "persuasion": 8, "stealth": 7 }, "damage_vulnerabilities": "radiant", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Abyssal, Common, Infernal, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The karakura makes three claw attacks and can use Charm or Shroud in Darkness, if it is available.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "name": "Claw" }, { "desc": "One humanoid the karakura can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed until dawn. The charmed target obeys the fiend's commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw to end the effect. If the target successfully saves, or if the effect on it ends, the target is immune to this karakura's Charm for the next 24 hours. \n\nThe karakura can have only one target charmed at a time. If it charms another, the effect on the previous target ends.", "name": "Charm" }, { "desc": "Bands of shadow stretch out from the karakura and wrap around a target it can see within 30 feet. The target must succeed on a DC 15 Charisma saving throw or be translocated to the Plane of Shadow 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. When a target exits the shroud, it appears in an unoccupied space within 10 feet of the karakura. \n\nThe karakura can have only one target in its shroud at a time. It can release a target as a bonus action. \n\nWhile in the Plane of Shadow, the target is bombarded with horrific images and sensations. Each round it remains in the Plane of Shadow, it must succeed on a DC 15 Charisma saving throw or gain one short-term madness. A target held in the shroud is released when the karakura dies.", "name": "Shroud in Darkness (Recharge 5-6)" }, { "desc": "The karakura can magically enter the Plane of Shadow from the Material Plane, or vice versa.", "name": "Shadow Walk" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The karakura can only exist on the Material Plane at night or underground. Spells or effects that count as sunlight cast the fiend back to the Plane of Shadow for 1d4 hours.", "name": "Night Walkers" }, { "desc": "The karakura can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.", "name": "Shapechanger" }, { "desc": "The karakura can telepathically communicate with any creature it has charmed at any distance and across different planes.", "name": "Telepathic Bond" } ], "spell_list": [], "page_no": 235, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_karakura/" }, { "slug": "pact-drake", "desc": "", "name": "Pact Drake", "size": "Small", "type": "Dragon", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "8d6+24", "speed": { "fly": 60, "walk": 40 }, "strength": 9, "dexterity": 14, "constitution": 17, "intelligence": 17, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "insight": 8, "investigation": 5, "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "psychic, radiant", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., truesight 60 ft., passive Perception 16", "languages": "all", "challenge_rating": "1", "cr": 1.0, "actions": [ { "desc": "The pact drake makes two attacks: one with its bite and one with its claw.", "name": "Multiattack" }, { "attack_bonus": 4, "damage_dice": "2d4+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", "name": "Claw" }, { "attack_bonus": 4, "damage_dice": "1d4+2", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.", "name": "Bite" }, { "desc": "The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.", "name": "Enforced Diplomacy (Recharge 5-6)" }, { "desc": "The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.", "name": "Punish Transgressor" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.", "name": "Binding Witness" }, { "desc": "The drake knows if it hears a lie.", "name": "Sense Falsehood" }, { "desc": "A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\nAt will: detect magic\n3/day each: arcane eye, clairvoyance, scrying", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 130, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_pact-drake/" }, { "slug": "pact-lich", "desc": "", "name": "Pact Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any evil alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 195, "hit_dice": "26d8+78", "speed": { "walk": 30 }, "strength": 11, "dexterity": 16, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": 8, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, necrotic", "damage_immunities": "poison; bludgeoning, piercing and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "truesight 120 ft., passive Perception 12", "languages": "any languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "desc": "The pact lich makes four enhanced eldritch blast attacks.", "name": "Multiattack" }, { "attack_bonus": 10, "damage_dice": "3d6", "desc": "Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 18 Charisma saving throw or have vivid hallucinations for 1 minute. During this time, the target is blinded, stunned, and deafened, sensing only the hallucinatory terrain and events. The hallucinations play on aspects of the creature's deepest fears. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "name": "Maddening Touch" }, { "attack_bonus": 10, "damage_dice": "1d10+5", "desc": "Ranged Spell Attack: +10 to hit, range 300 ft., one target. Hit: 10 (1d10 + 5) force damage. On a successful hit, the pact lich can push the target 10 feet away from it in a straight line.", "name": "Enhanced Eldritch Blast" }, { "desc": "The pact lich targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target disappears and is paralyzed as it is hurtled through the nightmare landscape of the lower planes. At the end of the pact lich's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space, and is no longer paralyzed. If the target is not a fiend, it takes 55 (10d10) psychic damage when it returns. The target must succeed on another DC 18 Wisdom saving throw or be frightened until the end of the lich's next turn as the target reels from its horrific experience.", "name": "Hurl Through Hell (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The pact lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "desc": "The lich casts a spell it can cast at will.", "name": "At Will Spell" }, { "desc": "The pact lich chooses one damage type, gaining resistance to that damage type until it chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.", "name": "Fiendish Resilience" }, { "desc": "The pact lich uses its Maddening Touch.", "name": "Maddening Touch (Costs 2 Actions)" }, { "desc": "The lich entreats its patron for aid, regaining all expended spells.", "name": "Eldritch Master (Costs 3 Actions, 1/Day)" } ], "special_abilities": [ { "desc": "If the pact lich fails a saving throw, it can choose to succeed instead.", "name": "Legendary Resistance (3/Day)" }, { "desc": "As a bonus action when in an area of dim light or darkness, the pact lich can become invisible until it moves or takes an action or reaction.", "name": "One With Shadows" }, { "desc": "When the pact lich reduces a target to 0 hp, the lich gains 25 temporary hp.", "name": "Patron's Blessing" }, { "desc": "If a fist-sized or larger diamond is within its lair, a destroyed pact lich usually gains a new body in 3d10 days, but its return to the Material Plane is ultimately dictated by its patron.", "name": "Pact Rejuvenation" }, { "desc": "The pact lich's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: chill touch, detect magic, levitate, mage hand, prestidigitation, speak with dead, true strike\n1/day each: banishment, bestow curse, compulsion, confusion, conjure elemental, dominate monster, eyebite, finger of death, fly, hellish rebuke (5d10), hold monster, slow", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 152, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_pact-lich/" }, { "slug": "shadow-fey-ambassador", "desc": "", "name": "Shadow Fey Ambassador", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 161, "hit_dice": "19d8+76", "speed": { "walk": 30 }, "strength": 13, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "arcana": 7, "deception": 13, "insight": 7, "intimidation": 9, "perception": 7, "persuasion": 13 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Common, Elvish, Umbral", "challenge_rating": "9", "cr": 9.0, "actions": [ { "desc": "The ambassador uses its Withering Stare. It then makes three rapier attacks.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "1d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) cold damage.", "name": "Rapier" }, { "desc": "The silver-tongued shadow fey ambassador weaves together a string of highly persuasive and agreeable words. Each creature within 30 feet of the ambassador must succeed on a DC 16 Wisdom saving throw or be charmed by the ambassador, regarding it as a wise and trustworthy ally with the creature's best interests at heart. A charmed target doesn't have to obey the ambassador's commands, but it views the ambassador's words in the most favorable way. \n\nEach time a charmed target witnesses the shadow fey ambassador or its allies do something harmful to the target or its companions, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts as long as the ambassador maintains concentration, up to 8 hours.", "name": "Honeyed Words (Recharges after a Long Rest)" }, { "desc": "The shadow fey ambassador targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the ambassador's Withering Stare for the next 24 hours.", "name": "Withering Stare" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.", "name": "Fey Ancestry" }, { "desc": "As a bonus action while in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.", "name": "Shadow Traveler (5/Day)" }, { "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.", "name": "Sunlight Sensitivity" }, { "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.", "name": "Traveler in Darkness" } ], "spell_list": [], "page_no": 145, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_shadow-fey-ambassador/" }, { "slug": "sigilian", "desc": "", "name": "Sigilian", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": null, "hit_points": 65, "hit_dice": "10d8+20", "speed": { "fly": 60, "walk": 0 }, "strength": 6, "dexterity": 18, "constitution": 14, "intelligence": 5, "wisdom": 10, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2, "stealth": 6 }, "damage_vulnerabilities": "psychic", "damage_resistances": "bludgeoning, piercing and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "understands Common but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "desc": "The sigilian makes three attacks: one with its cut and two with its paste.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "1d6+4", "desc": "Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) slashing damage and the sigilian copies one of the target's weapon attacks for 1 minute.", "name": "Cut" }, { "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: Damage die and type are determined by the copied weapon attack from Cut. Glowing runes in the image of that weapon appear as the sigilian attacks.", "name": "Paste" }, { "desc": "While inside a spellbook, the sigilian eats one spell of the highest level present then exits the spellbook. It chooses to either make its next Paste attack with a number of damage dice equal to the eaten spell's level or regain 3 hp per spell level. The sigilian can only eat one spell at a time and must use the devoured spell's energy before attempting to enter another spellbook. The eaten spell's entry is garbled, but the owner can repair it for half the gold and time usually spent to copy a spell. If the owner has the spell prepared, it can re-record the spell during a long rest for no additional cost.", "name": "Devour Spell" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The sigilian can move through a space as narrow as 1 inch wide without squeezing.", "name": "Amorphous" }, { "desc": "At the start of each of its turns if the sigilian is inside a book that is not a spellbook, it removes the words from 3 (1d6) pages and regains 7 (2d6) hp.", "name": "Cognivore" }, { "desc": "The sigilian can move half its speed to enter a book. If the book is being worn or carried by a creature, that creature must succeed on a DC 14 Dexterity saving throw or the sigilian enters the book. A creature can take its action to find the sigilian in a book by succeeding on a DC 12 Intelligence (Investigation) check. If successful, a creature can use a bonus action to tear out the pages where the sigilian is hiding, forcing the sigilian out of the book and into an unoccupied space within 5 feet. Alternatively, a creature can destroy the book with a successful melee attack, dealing half of the damage to the sigilian and forcing it out of the book into an unoccupied space within 5 feet.", "name": "Home Sweet Tome" } ], "spell_list": [], "page_no": 335, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_sigilian/" }, { "slug": "vampire-patrician", "desc": "", "name": "Vampire Patrician", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8+56", "speed": { "walk": 30 }, "strength": 15, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 9, "perception": 5, "skills": { "deception": 9, "intimidation": 9, "perception": 5, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "the languages it knew in life", "challenge_rating": "10", "cr": 10.0, "actions": [ { "desc": "The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d8+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.", "name": "Rapier" }, { "attack_bonus": 8, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) 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 patrician regains hp equal to that amount. The 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 and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.", "name": "Bite" }, { "desc": "The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.", "name": "Bone-Chilling Gaze" }, { "desc": "The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.", "name": "Release the Hounds! (1/Day)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).", "name": "Cruel Combatant" }, { "desc": "When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.", "name": "Misty Escape" }, { "desc": "The vampire patrician can ignore the effects of sunlight for up to 1 minute.", "name": "Noble Resilience (Recharges after a Long Rest)" }, { "desc": "The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.", "name": "Regeneration" }, { "desc": "The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.", "name": "Spider Climb" }, { "desc": "The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", "name": "Vampire Weaknesses" } ], "spell_list": [], "page_no": 365, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_vampire-patrician/" }, { "slug": "adult-cave-dragon", "desc": "Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. \nApex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. \n_**Born to Darkness.**_ Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. \nCave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. \n_**Ravenous Marauders.**_ Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. \n_**A Hard Life.**_ Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. \n\n## A Cave Dragon’s Lair\n\n \nLabyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals. \nLarge vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath. \nDue to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. \nCave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. \nCave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n* A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n* The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.\n \n### Regional Effects\n\n \nThe region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.\n* Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n* Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.\n \nIf the dragon dies, these effects fade over the course of 1d10 days.", "name": "Adult Cave Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 243, "hit_dice": "18d12+126", "speed": { "walk": 40, "climb": 40, "burrow": 40 }, "strength": 26, "dexterity": 12, "constitution": 24, "intelligence": 12, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": 12, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 10, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid, poison, thunder", "condition_immunities": "poisoned", "senses": "blindsight 120 ft., passive Perception 20", "languages": "Common, Darakhul, Draconic, Dwarvish, Goblin", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.", "attack_bonus": 13, "damage_dice": "3d6" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ruff Spikes", "desc": "When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes." } ], "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Reset Ruff Spikes", "desc": "The dragon can use its ruff spikes as a reaction again before its next turn." }, { "name": "Tail", "desc": "The dragon makes a tail attack." }, { "name": "Swift Bite (Costs 2 Actions)", "desc": "The dragon makes two bite attacks." } ], "special_abilities": [ { "name": "Darkness Aura", "desc": "An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action." }, { "name": "Earth Glide", "desc": "An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, speak with dead\n\n3/day each: blur, counterspell, darkness, web\n\n1/day each: dispel magic, hold person" }, { "name": "Cave Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can't use the same effect two rounds in a row:\n\n- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.\n\n- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.\n\n- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round." }, { "name": "Regional Effects", "desc": "the region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:\n\n- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon's lair.\n\n- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.\n\n- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon's endless and undiscriminating hunger.\n\nif the dragon dies, these effects fade over the course of 1d10 days." } ], "spell_list": [], "page_no": 125, "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_adult-cave-dragon/" }, { "slug": "adult-flame-dragon", "desc": "_The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw._ \nThe flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. \n_**Taunting Others.**_ The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. \n_**Malevolent Purpose.**_ The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and everchanging goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. \n_**Fond of Souvenirs.**_ Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. \nNothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. \n\n## Flame Dragon’s Lair\n\n \nFlame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. \nMany of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.\n* A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.\n \n### Regional Effects\n\n \nThe region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.\n* Temperatures rise within 6 miles of the lair. Crops wither, producing famines.\n* Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.\n \nIf the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.", "name": "Adult Flame Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 212, "hit_dice": "17d12+102", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 19, "dexterity": 14, "constitution": 23, "intelligence": 17, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 10, "perception": 12, "skills": { "deception": 10, "insight": 7, "perception": 12, "persuasion": 10, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60ft, darkvision 120ft, passive Perception 22", "languages": "Common, Draconic, Giant, Ignan, Infernal, Orc", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.", "attack_bonus": 9, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Shifting Flames", "desc": "The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Fire Incarnate", "desc": "All fire damage dealt by the dragon ignores fire resistance but not fire immunity." } ], "spell_list": [], "page_no": 129, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_adult-flame-dragon/" }, { "slug": "adult-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Adult Mithral Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12+80", "speed": { "walk": 40, "fly": 80 }, "strength": 27, "dexterity": 18, "constitution": 21, "intelligence": 20, "wisdom": 21, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": 10, "intelligence_save": 10, "wisdom_save": 10, "charisma_save": 10, "perception": 10, "skills": { "athletics": 13, "history": 10, "insight": 10, "perception": 10, "persuasion": 10 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.", "attack_bonus": 13, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.", "attack_bonus": 13, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.", "attack_bonus": 13, "damage_dice": "2d8" }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n5/day each: dispel magic, enhance ability" }, { "name": "Spellcasting", "desc": "the dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:\n\ncantrips (at will): acid splash, light, mage hand, prestidigitation\n\n1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant\n\n2nd level (3 slots): blur, hold person, see invisibility\n\n3rd level (3 slots): haste, lightning bolt, protection from energy" } ], "spell_list": [], "page_no": 133, "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_adult-mithral-dragon/" }, { "slug": "al-aeshma-genie", "desc": "_A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand._ \n**Sand Djinnis.** The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. \n**Obligation of Wishes.** Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. \nThose djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. \n**Unforgiven.** No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge.", "name": "Al-Aeshma Genie", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 172, "hit_dice": "15d10+90", "speed": { "hover": true, "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran, Common, Ignan", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The al-Aeshma makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.", "attack_bonus": 9, "damage_dice": "2d6" }, { "name": "Dust Devil", "desc": "A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Hatred", "desc": "The al-Aeshma has advantage on attack rolls against airborne opponents." }, { "name": "Bound", "desc": "The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder." }, { "name": "Elemental Demise", "desc": "When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying." }, { "name": "Ill Wind", "desc": "As a bonus action when in gaseous form, the al-Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action." }, { "name": "Innate Spellcasting", "desc": "the al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:\n\nat will: detect evil and good, detect magic, thunderwave\n\n3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk\n\n1/day each: creation, gaseous form, insect plague, invisibility, major image" }, { "name": "Regeneration", "desc": "The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al-Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 211, "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_al-aeshma-genie/" }, { "slug": "ancient-titan", "desc": "_Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone._ \n**Children of the Gods.** Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse. \n**Sea God’s Servants.** A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons. \n**Friends to Dragons.** Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons.", "name": "Ancient Titan", "size": "Gargantuan", "type": "Celestial", "subtype": "titan", "group": null, "alignment": "neutral good", "armor_class": 15, "armor_desc": "breastplate", "hit_points": 198, "hit_dice": "12d20+72", "speed": { "walk": 50 }, "strength": 27, "dexterity": 13, "constitution": 22, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": 7, "skills": { "athletics": 14, "intimidation": 9, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common, Giant, Primordial, Titan, telepathy 120 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The ancient titan makes two greatsword attacks or two longbow attacks" }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.", "attack_bonus": 12, "damage_dice": "8d6" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.", "attack_bonus": 5, "damage_dice": "4d8" }, { "name": "Eldritch Singularity (Recharge 5-6)", "desc": "The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ancient titan has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:\n\n3/day: power word stun\n\n1/day: power word kill" } ], "spell_list": [], "page_no": 380, "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_ancient-titan/" }, { "slug": "ancient-wind-dragon", "desc": "_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._ \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. \n\n## Wind Dragon’s Lair\n\n \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. \n\n### Lair Actions\n\n \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.", "name": "Ancient Wind Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 120 }, "strength": 28, "dexterity": 19, "constitution": 26, "intelligence": 18, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 11, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": 17, "skills": { "acrobatics": 11, "arcana": 11, "intimidation": 12, "perception": 17, "stealth": 11 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "lightning, ranged weapons", "condition_immunities": "charmed, exhausted, paralyzed, restrained", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 27", "languages": "Common, Draconic, Dwarvish, Elvish, Primordial", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.", "attack_bonus": 16, "damage_dice": "2d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.", "attack_bonus": 16, "damage_dice": "2d8" }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "2d10" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished." }, { "name": "Frightful Presence", "desc": "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The dragon makes a Wisdom (Perception) check." }, { "name": "Tail Attack", "desc": "The dragon makes a tail attack." }, { "name": "Wing Attack (Costs 2 Actions)", "desc": "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: feather fall\n\n5/day each: lightning bolt, ice storm" }, { "name": "Fog Vision", "desc": "The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the dragon fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The dragon has advantage on saving throws against spells and other magical effects." }, { "name": "Uncontrollable", "desc": "The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks." }, { "name": "Whirling Winds", "desc": "Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons." }, { "name": "Wind Dragon's Lair", "desc": "on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.\n\n- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n\n- Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n\n- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn." } ], "spell_list": [], "page_no": 142, "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_ancient-wind-dragon/" }, { "slug": "angel-chained", "desc": "_Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs._ \n**Broken and Chained.** These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly. \n**Chance at Redemption.** However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction.", "name": "Angel, Chained", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30, "fly": 60 }, "strength": 18, "dexterity": 16, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 8, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "piercing", "damage_immunities": "fire, radiant", "condition_immunities": "", "senses": "darkvision 200 ft., passive Perception 17", "languages": "Common, Celestial, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The chained angel makes two fiery greatsword attacks." }, { "name": "Fiery Greatsword", "desc": "Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage." }, { "name": "Fallen Glory (Recharge 5-6)", "desc": "All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw." } ], "bonus_actions": null, "reactions": [ { "name": "Fiendish Cunning", "desc": "When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Redemption", "desc": "Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week." } ], "spell_list": [], "page_no": 20, "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_angel-chained/" }, { "slug": "bone-swarm", "desc": "_Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet._ \n**Swarms of Fallen.** On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms. \n**Nomadic Undead.** These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair. \n**Cliff and Pit Dwellers.** Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass. \n**Undead Nature.** A mask wight doesn’t require air, food, drink, or sleep.", "name": "Bone Swarm", "size": "Large", "type": "Undead", "subtype": "Swarm", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 198, "hit_dice": "36d10", "speed": { "walk": 20, "fly": 60 }, "strength": 22, "dexterity": 18, "constitution": 10, "intelligence": 9, "wisdom": 15, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 9, "perception": 6, "skills": { "acrobatics": 8, "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "piercing and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Common, Void Speech", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The bone swarm can attack every hostile creature in its space with swirling bones." }, { "name": "Swirling Bones", "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).", "attack_bonus": 10, "damage_dice": "5d8" }, { "name": "Death's Embrace (Recharge 5-6)", "desc": "Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Strength of Bone", "desc": "A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim." }, { "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 human skull. The swarm can't regain hit points or gain temporary hit points." } ], "spell_list": [], "page_no": 41, "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_bone-swarm/" }, { "slug": "buraq", "desc": "_An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings._ \n**Only the Worthy.** A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature. \n**Angel Marked.** Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black. \n**Heavenly Steeds.** A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege.", "name": "Buraq", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 17, "armor_desc": "", "hit_points": 152, "hit_dice": "16d8+80", "speed": { "walk": 60, "fly": 90 }, "strength": 15, "dexterity": 18, "constitution": 20, "intelligence": 18, "wisdom": 18, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 9, "perception": null, "skills": { "history": 8, "religion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "truesight 120 ft., passive Perception 14", "languages": "Celestial, Common, Primordial, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The buraq makes two attacks with its hooves." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.", "attack_bonus": 8, "damage_dice": "2d6" }, { "name": "Teleport (1/Day)", "desc": "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Innate Spellcasting", "desc": "the buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:\n\nat will: comprehend languages, detect evil and good, holy aura, pass without trace\n\n3/day each: haste, longstrider\n\n1/day each: plane shift, wind walk" }, { "name": "Magic Resistance", "desc": "The buraq has advantage on saving throws against spells and other magical effects." }, { "name": "Night Journey", "desc": "When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey." } ], "spell_list": [], "page_no": 48, "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_buraq/" }, { "slug": "chort-devil", "desc": "_Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes._ \n**Bad Bargains.** Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. \n**Recitation of Contracts.** An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. \n**Smear Tactics.** A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it.", "name": "Chort Devil", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "15d8+120", "speed": { "walk": 30 }, "strength": 24, "dexterity": 20, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 20, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": null, "charisma_save": 9, "perception": 9, "skills": { "athletics": 11, "deception": 9, "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "cold, fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 19", "languages": "Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.", "attack_bonus": 11, "damage_dice": "2d4" }, { "name": "Flaming Ranseur", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.", "attack_bonus": 11, "damage_dice": "1d10" }, { "name": "Devilish Weapons", "desc": "Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage." } ], "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": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:\n\nat will: blur, magic circle, teleport\n\n3/day: scorching ray (5 rays)\n\n1/day each: dispel magic, dominate person, flame strike, haste" } ], "spell_list": [], "page_no": 104, "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_chort-devil/" }, { "slug": "deathwisp", "desc": "_A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light._ \n**Unnatural Aura.** Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check. \n**Fey Undead.** A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. \n**Rift Walkers.** Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice. \n**Devour Breath.** A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers. \n**Undead Nature.** A deathwisp doesn’t require air, food, drink, or sleep", "name": "Deathwisp", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "hover": true, "walk": 0, "fly": 60 }, "strength": 6, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 16", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Life Drain", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 8, "damage_dice": "7d8" }, { "name": "Create Deathwisp", "desc": "The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Flicker", "desc": "The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage." }, { "name": "Incorporeal Movement", "desc": "The deathwisp 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 a solid object." }, { "name": "Shadow Jump", "desc": "A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Unnatural Aura", "desc": "Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check." } ], "spell_list": [], "page_no": 72, "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_deathwisp/" }, { "slug": "derro-fetal-savant", "desc": "_This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail and its head lolls with an obvious lack of coordination, and it screams incessantly._ \nOf the madness and insanity that resonates so strongly in derro society, perhaps none is so twisted as these premature infants, born insane and destined to lead their people further into madness. These derro are known as fetal savants. \n**Soul Swapping.** Only the rarest of derro are born with the ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with maddened reverence. \n**Carried into Battle.** Placed in small, intricately wrought pillowed cages and borne aloft on hooked golden staves, the wild-eyed newborns are used to sow madness and confusion among enemy ranks. \n**Fear the Sun.** Fetal savants hate and fear all bright lights.", "name": "Derro Fetal Savant", "size": "Tiny", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "cage", "hit_points": 2, "hit_dice": "4d4-8", "speed": { "walk": 5 }, "strength": 1, "dexterity": 1, "constitution": 6, "intelligence": 6, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 7, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 13", "languages": "-", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Babble", "desc": "The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange." }, { "name": "Soul Exchange", "desc": "As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Enchanted Cage", "desc": "The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed." }, { "name": "Madness", "desc": "A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma." }, { "name": "Vulnerability to Sunlight", "desc": "A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun." } ], "spell_list": [], "page_no": 92, "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_derro-fetal-savant/" }, { "slug": "dream-eater", "desc": "_This tattered skeletal humanoid resembles a monster from a nightmare. A dream eater’s natural form is mostly human in appearance, though with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. Most often they use magic to disguise themselves as attractive members of a humanoid race._ \n**Drawn to Sin.** Dream eaters are dedicated to lust, gluttony, and greed, and they make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers. \n**Devouring Hopes.** Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth, but they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, though, dream eaters leave their victims stripped of all hopes and aspirations. Dream eaters feed on their emotions, leaving helpless thralls willing to sell their souls for their vices. \n**Lords of Confusion.** When confronted, dream eaters are dangerous opponents. Using their innate abilities, they can drive enemies into a dream state, using the resulting confusion to make their escape while their foes destroy themselves.", "name": "Dream Eater", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "fly": 20 }, "strength": 15, "dexterity": 18, "constitution": 17, "intelligence": 16, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 8, "insight": 4, "persuasion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Celestial, Common, Draconic, Infernal, telepathy 100 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The dream eater makes one bite attack and one claw attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.", "attack_bonus": 7, "damage_dice": "4d10" }, { "name": "Dream Eater's Caress", "desc": "A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points." }, { "name": "Lotus Scent (Recharge 6)", "desc": "The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours." }, { "name": "Waking Dreams (1/Day)", "desc": "Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "the dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: command\n\n3/day: suggestion" } ], "spell_list": [], "page_no": 158, "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_dream-eater/" }, { "slug": "grim-jester", "desc": "_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._ \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 7, "skills": { "acrobatics": 10, "deception": 9, "perception": 7, "performance": 9, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Joker's Shuffle (recharge 6)", "desc": "The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)." }, { "name": "Killing Joke (recharge 6)", "desc": "The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ridicule Hope (recharge 4-6)", "desc": "When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming" }, { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The jester has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 240, "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_grim-jester/" }, { "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": "hraesvelgr-the-corpse-swallower", "desc": "", "name": "Hraesvelgr The Corpse Swallower", "size": "Huge", "type": "Giant", "subtype": "shapechanger", "group": null, "alignment": "neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 241, "hit_dice": "21d12+105", "speed": { "walk": 50 }, "strength": 25, "dexterity": 10, "constitution": 20, "intelligence": 16, "wisdom": 17, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": 9, "wisdom_save": 9, "charisma_save": 11, "perception": 9, "skills": { "athletics": 13, "perception": 9, "survival": 9 }, "damage_vulnerabilities": "", "damage_resistances": "lightning, thunder", "damage_immunities": "cold; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "exhaustion", "senses": "passive Perception 19", "languages": "Auran, Common, Giant (can't speak in roc form)", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "Hraesvelgr makes two attacks." }, { "name": "Beak (Roc Form Only)", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.", "attack_bonus": 13, "damage_dice": "4d8+7" }, { "name": "Fist (Giant Form Only)", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.", "attack_bonus": 13, "damage_dice": "3d8+7" }, { "name": "Talons (Roc Form Only)", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.", "attack_bonus": 13, "damage_dice": "4d6+7" }, { "name": "Gale Blast (recharge 5-6)", "desc": "Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "Hraesvelgr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hraesvelgr regains spent legendary actions at the start of his turn.", "legendary_actions": [ { "name": "Attack", "desc": "Hraesvelgr makes a fist or talon attack." }, { "name": "Move (2 actions)", "desc": "Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone." }, { "name": "Swallow (3 actions, Roc Form Only)", "desc": "Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone." } ], "special_abilities": [ { "name": "Innate Spellcasting", "desc": "hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:\n\nat will: feather fall, light\n\n3/day: control weather" }, { "name": "Keen Sight (Roc Form Only)", "desc": "Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Legendary Resistance (3/day)", "desc": "If Hraesvelgr fails a saving throw, he can choose to succeed instead." }, { "name": "Shapechanger", "desc": "Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back." }, { "name": "Hraesvelgr's Lair", "desc": "on initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:\n\n- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.\n\n- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.\n\n- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success." }, { "name": "Regional Effects", "desc": "the region containing Hraesvelgr's lair is warped by the corpse swallower's magic, which creates one or more of the following effects:\n\n- Strong windstorms are common within 6 miles of the lair.\n\n- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.\n\n- The wind within 10 miles of the lair bears a pungent carrion stench.\n\nif Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days." } ], "spell_list": [], "page_no": 224, "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_hraesvelgr-the-corpse-swallower/" }, { "slug": "idolic-deity", "desc": "_This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure._ \n**Relics of Dark Gods.** Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god— mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war. \n**Imprisoned Shadow Demons.** The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity. \n**Constructed Nature.** An idolic deity doesn’t require air, food, drink, or sleep.", "name": "Idolic Deity", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d6+48", "speed": { "walk": 0, "fly": 30 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 10, "wisdom": 11, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "deception": 8, "stealth": 8 }, "damage_vulnerabilities": "fire", "damage_resistances": "cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "telepathy 60 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The idolic deity uses Seduce the Righteous and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Seduce the Righteous", "desc": "The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Stealth in darkness", "desc": "The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness." }, { "name": "Apostasy Aura", "desc": "The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect." }, { "name": "Incorporeal Movement", "desc": "The idolic deity 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": "Shadow Stealth", "desc": "While in dim light or darkness, the idolic deity can take the Hide action as a bonus action." } ], "spell_list": [], "page_no": 255, "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_idolic-deity/" }, { "slug": "malakbel", "desc": "_Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward._ \nWhat most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human. \n_**Demonic Messengers.**_ Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale. \n_**Where Virtue Cannot Look.**_ The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk.", "name": "Malakbel", "size": "Medium", "type": "Fiend", "subtype": "demon", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 19, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 7, "skills": { "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "fire, radiant, poison", "condition_immunities": "blinded, poisoned", "senses": "truesight 30 ft., passive Perception 17", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The malakbel makes two scorching blast attacks." }, { "name": "Scorching Blast", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.", "attack_bonus": 9, "damage_dice": "3d8" }, { "name": "Searing Flare (Recharge 5-6)", "desc": "The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion." }, { "name": "Teleport", "desc": "The malakbel magically teleports to an unoccupied space it can see within 100 feet." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blistering Radiance", "desc": "The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap." }, { "name": "Distortion", "desc": "Ranged attacks against the malakbel have disadvantage." }, { "name": "Magic Resistance", "desc": "The malakbel has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 78, "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_malakbel/" }, { "slug": "mirager", "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._ \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind. \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty. \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.", "name": "Mirager", "size": "Medium", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 7, "perception": 4, "performance": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack.", "desc": "The mirager makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Thirst Kiss", "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check." }, { "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)", "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion" }, { "name": "Enthralling Mirage", "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled." } ], "spell_list": [], "page_no": 291, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mirager/" }, { "slug": "skein-witch", "desc": "_Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs._ \n**Shepherd Destiny.** Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess. \n**Surrounded by Guardians.** Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate. \n**Fear All Cards.** If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.", "name": "Skein Witch", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 162, "hit_dice": "25d8+50", "speed": { "walk": 30, "fly": 30 }, "strength": 6, "dexterity": 12, "constitution": 14, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 8, "wisdom_save": 10, "charisma_save": 10, "perception": 15, "skills": { "history": 8, "insight": 15, "perception": 15 }, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "fire, lightning, psychic", "condition_immunities": "", "senses": "truesight 60 ft., passive Perception 25", "languages": "Celestial, telepathy (100 ft.)", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The skein witch makes two Inexorable Thread attacks." }, { "name": "Inexorable Threads", "desc": "Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is \"one step closer to death.\"If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.", "attack_bonus": 9, "damage_dice": "5d8" }, { "name": "Bind Fates (1/Day)", "desc": "One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding." }, { "name": "Destiny Distortion Wave (Recharge 5-6)", "desc": "The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Bend Fate (3/day)", "desc": "If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage." }, { "name": "Fear All Cards", "desc": "If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates." }, { "name": "Magic Resistance", "desc": "The skein witch has advantage on saving throws against spells and other magical effects." }, { "name": "Misty Step (At Will)", "desc": "The skein witch can step between places as a bonus action." }, { "name": "Sealed Destiny (1/Day)", "desc": "The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important." } ], "spell_list": [], "page_no": 349, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_skein-witch/" }, { "slug": "star-drake", "desc": "_Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales._ \n**Returned Travelers.** A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake. \n**Mortal Protectors.** Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome. \n**Glimmering Lights.** A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb.", "name": "Star Drake", "size": "Large", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "18d10+90", "speed": { "walk": 40, "fly": 100 }, "strength": 20, "dexterity": 17, "constitution": 21, "intelligence": 16, "wisdom": 24, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 10, "intelligence_save": 8, "wisdom_save": 12, "charisma_save": 10, "perception": 12, "skills": { "arcana": 8, "history": 8, "insight": 12, "perception": 12, "religion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, unconscious", "senses": "truesight 120 ft., passive Perception 22", "languages": "Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The drake makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10" }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.", "attack_bonus": 10, "damage_dice": "3d6" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw." }, { "name": "Searing Star (1/Day)", "desc": "Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.", "attack_bonus": 12, "damage_dice": "10d12" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The drake can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Bite Attack", "desc": "The drake makes one bite attack." }, { "name": "Nova (Costs 2 Actions)", "desc": "The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova." }, { "name": "Pale Sparks", "desc": "The drake casts faerie fire or moonbeam." } ], "special_abilities": [ { "name": "Legendary Resistance (2/day)", "desc": "If the star drake fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The drake has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The drake's weapon attacks are magical." }, { "name": "Nimbus of Stars", "desc": "The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted." }, { "name": "Innate Spellcasting", "desc": "the drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:\n\nat will: faerie fire, moonbeam\n\n3/day: plane shift\n\n1/day each: gate, planar binding" } ], "spell_list": [], "page_no": 156, "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_star-drake/" }, { "slug": "urochar-strangling-watcher", "desc": "_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._ \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the \n_**River Styx.**_ \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror. \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.", "name": "Urochar (Strangling Watcher)", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 256, "hit_dice": "19d12+133", "speed": { "walk": 40, "climb": 20 }, "strength": 24, "dexterity": 15, "constitution": 24, "intelligence": 14, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 11, "perception": 8, "skills": { "perception": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "thunder", "condition_immunities": "frightened", "senses": "truesight 120 ft., passive Perception 19", "languages": "understands Darakhul and Void Speech", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The watcher makes four attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.", "attack_bonus": 13, "damage_dice": "3d8" }, { "name": "Paralyzing Gaze (Recharge 5-6)", "desc": "The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Crush Attack", "desc": "The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage." }, { "name": "Tentacle Attack", "desc": "The watcher makes one tentacle attack." }, { "name": "Tentacle Leap (Costs 2 Actions)", "desc": "Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar." } ], "special_abilities": [ { "name": "Death Throes", "desc": "When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success." }, { "name": "Innate Spellcasting", "desc": "the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility" }, { "name": "Spider Climb", "desc": "The watcher can climb any surface, including upside down on ceilings, without making an ability check." }, { "name": "Squeeze", "desc": "Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities." } ], "spell_list": [], "page_no": 393, "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_urochar-strangling-watcher/" }, { "slug": "deva", "desc": "", "name": "Deva", "size": "Medium", "type": "Celestial", "subtype": "", "group": "Angels", "alignment": "lawful good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30, "fly": 90 }, "strength": 18, "dexterity": 18, "constitution": 18, "intelligence": 17, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": 9, "skills": { "insight": 9, "perception": 9 }, "damage_vulnerabilities": "", "damage_resistances": "radiant; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened", "senses": "darkvision 120 ft., passive Perception 19", "languages": "all, telepathy 120 ft.", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The deva makes two melee attacks." }, { "name": "Mace", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.", "attack_bonus": 8, "damage_dice": "1d6+4d8", "damage_bonus": 4 }, { "name": "Healing Touch (3/Day)", "desc": "The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Change Shape", "desc": "The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).\nIn a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Angelic Weapons", "desc": "The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack)." }, { "name": "Innate Spellcasting", "desc": "The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:\nAt will: detect evil and good\n1/day each: commune, raise dead" }, { "name": "Magic Resistance", "desc": "The deva has advantage on saving throws against spells and other magical effects." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api.open5e.com/v2/spells/commune/?format=api", "https://api.open5e.com/v2/spells/raise-dead/?format=api" ], "page_no": 261, "environments": [ "Temple", "Astral Plane" ], "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_deva/" }, { "slug": "djinni", "desc": "", "name": "Djinni", "size": "Large", "type": "Elemental", "subtype": "", "group": "Genies", "alignment": "chaotic good", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d10+84", "speed": { "walk": 30, "fly": 90 }, "strength": 21, "dexterity": 15, "constitution": 22, "intelligence": 15, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 9, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Auran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The djinni makes three scimitar attacks." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).", "attack_bonus": 9, "damage_dice": "2d6+1d6", "damage_bonus": 5 }, { "name": "Create Whirlwind", "desc": "A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Elemental Demise", "desc": "If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying." }, { "name": "Innate Spellcasting", "desc": "The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift" }, { "name": "Variant: Genie Powers", "desc": "Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit." } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/create-food-and-water/?format=api", "https://api.open5e.com/v2/spells/tongues/?format=api", "https://api.open5e.com/v2/spells/wind-walk/?format=api", "https://api.open5e.com/v2/spells/conjure-elemental/?format=api", "https://api.open5e.com/v2/spells/creation/?format=api", "https://api.open5e.com/v2/spells/gaseous-form/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/major-image/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api" ], "page_no": 310, "environments": [ "Desert", "Plane Of Air", "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_djinni/" }, { "slug": "kraken", "desc": "", "name": "Kraken", "size": "Gargantuan", "type": "Monstrosity", "subtype": "titan", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 472, "hit_dice": "27d20+189", "speed": { "walk": 20, "swim": 60 }, "strength": 30, "dexterity": 11, "constitution": 25, "intelligence": 22, "wisdom": 18, "charisma": 20, "strength_save": 17, "dexterity_save": 7, "constitution_save": 14, "intelligence_save": 13, "wisdom_save": 11, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "frightened, paralyzed", "senses": "truesight 120 ft., passive Perception 14", "languages": "understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.", "challenge_rating": "23", "cr": 23.0, "actions": [ { "name": "Multiattack", "desc": "The kraken makes three tentacle attacks, each of which it can replace with one use of Fling." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.", "attack_bonus": 7, "damage_dice": "3d8", "damage_bonus": 10 }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.", "attack_bonus": 7, "damage_dice": "3d6", "damage_bonus": 10 }, { "name": "Fling", "desc": "One Large or smaller object held or creature grappled by the kraken is thrown up to 60 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 18 Dexterity saving throw or take the same damage and be knocked prone." }, { "name": "Lightning Storm", "desc": "The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.", "attack_bonus": 0, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Tentacle Attack or Fling", "desc": "The kraken makes one tentacle attack or uses its Fling." }, { "name": "Lightning Storm (Costs 2 Actions)", "desc": "The kraken uses Lightning Storm." }, { "name": "Ink Cloud (Costs 3 Actions)", "desc": "While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The kraken can breathe air and water." }, { "name": "Freedom of Movement", "desc": "The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled." }, { "name": "Siege Monster", "desc": "The kraken deals double damage to objects and structures." } ], "spell_list": [], "page_no": 324, "environments": [ "Underwater", "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_kraken/" }, { "slug": "marilith", "desc": "", "name": "Marilith", "size": "Large", "type": "Fiend", "subtype": "demon", "group": "Demons", "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 189, "hit_dice": "18d10+90", "speed": { "walk": 40 }, "strength": 18, "dexterity": 20, "constitution": 20, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": 9, "dexterity_save": null, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 10, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 13", "languages": "Abyssal, telepathy 120 ft.", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The marilith can make seven attacks: six with its longswords and one with its tail." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 9, "damage_dice": "2d8", "damage_bonus": 4 }, { "name": "Tail", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.", "attack_bonus": 9, "damage_dice": "2d10", "damage_bonus": 4 }, { "name": "Teleport", "desc": "The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Variant: Summon Demon (1/Day)", "desc": "The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\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": [ { "name": "Parry", "desc": "The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The marilith has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The marilith's weapon attacks are magical." }, { "name": "Reactive", "desc": "The marilith can take one reaction on every turn in combat." } ], "spell_list": [], "page_no": 272, "environments": [ "Abyss" ], "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_marilith/" }, { "slug": "rakshasa", "desc": "", "name": "Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 18, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The rakshasa makes two claw attacks" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Magic Immunity", "desc": "The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." }, { "name": "Innate Spellcasting", "desc": "The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing" } ], "spell_list": [ "https://api.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api.open5e.com/v2/spells/disguise-self/?format=api", "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/charm-person/?format=api", "https://api.open5e.com/v2/spells/detect-magic/?format=api", "https://api.open5e.com/v2/spells/invisibility/?format=api", "https://api.open5e.com/v2/spells/major-image/?format=api", "https://api.open5e.com/v2/spells/suggestion/?format=api", "https://api.open5e.com/v2/spells/dominate-person/?format=api", "https://api.open5e.com/v2/spells/fly/?format=api", "https://api.open5e.com/v2/spells/plane-shift/?format=api", "https://api.open5e.com/v2/spells/true-seeing/?format=api" ], "page_no": 341, "environments": [ "Urban", "Desert", "Abyss", "Forest", "Grassland", "Jungle", "Hills", "Swamp", "Settlement", "Hell" ], "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_rakshasa/" }, { "slug": "succubusincubus", "desc": "", "name": "Succubus/Incubus", "size": "Medium", "type": "Fiend", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 66, "hit_dice": "12d8+12", "speed": { "walk": 30, "fly": 60 }, "strength": 8, "dexterity": 17, "constitution": 13, "intelligence": 15, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 9, "insight": 5, "perception": 5, "persuasion": 9, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal, telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Claw (Fiend Form Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 3 }, { "name": "Charm", "desc": "One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.\nThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends." }, { "name": "Draining Kiss", "desc": "The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 0, "damage_dice": "5d10", "damage_bonus": 5 }, { "name": "Etherealness", "desc": "The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Telepathic Bond", "desc": "The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence." }, { "name": "Shapechanger", "desc": "The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." } ], "spell_list": [], "page_no": 349, "environments": [ "Any", "Hell" ], "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_succubusincubus/" }, { "slug": "young-gold-dragon", "desc": "", "name": "Young Gold Dragon", "size": "Large", "type": "Dragon", "subtype": "", "group": "Gold Dragon", "alignment": "lawful good", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 178, "hit_dice": "17d10+85", "speed": { "walk": 40, "fly": 80, "swim": 40 }, "strength": 23, "dexterity": 14, "constitution": 21, "intelligence": 16, "wisdom": 13, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 9, "perception": 9, "skills": { "insight": 5, "perception": 9, "persuasion": 9, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 30 ft., darkvision 120 ft., passive Perception 19", "languages": "Common, Draconic", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes three attacks: one with its bite and two with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.", "attack_bonus": 10, "damage_dice": "2d10", "damage_bonus": 6 }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 10, "damage_dice": "2d6", "damage_bonus": 6 }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 0, "damage_dice": "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": 300, "environments": [ "Forest", "Grassland" ], "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-gold-dragon/" }, { "slug": "adult-amethyst-dragon-a5e", "desc": "", "name": "Adult Amethyst Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 220, "hit_dice": "21d12+84", "speed": { "walk": 40, "burrow": 30, "fly": 60 }, "strength": 18, "dexterity": 20, "constitution": 18, "intelligence": 22, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 10, "intelligence_save": 12, "wisdom_save": 8, "charisma_save": 11, "perception": null, "skills": { "deception": 11, "insight": 8, "perception": 8, "persuasion": 11 }, "damage_vulnerabilities": "", "damage_resistances": "force, psychic", "damage_immunities": "", "condition_immunities": "fatigue", "senses": "darkvision 120 ft., passive Perception 18", "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave." }, { "name": "Bite", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 4 (1d8) force damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage." }, { "name": "Psionic Wave", "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 19 Wisdom saving throw taking 16 (3d10) psychic damage on a failed save or half damage on a success. Creatures charmed by the dragon make this saving throw with disadvantage." }, { "name": "Concussive Breath (Recharge 5-6)", "desc": "The dragon psionically unleashes telekinetic energy in a 60-foot cone. Each creature in that area makes a DC 18 Constitution saving throw taking 60 (11d10) force damage on a failed save or half damage on a success." } ], "bonus_actions": null, "reactions": [ { "name": "Assume Control (While Bloodied)", "desc": "When a creature charmed by the dragon begins its turn, the dragon telepathically commands the charmed creature until the end of the creatures turn. If the dragon commands the creature to take an action that would harm itself or an ally, the creature makes a DC 19 Wisdom saving throw. On a success, the creatures turn immediately ends." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Charm", "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 16 Wisdom saving throw. On a failure, the creature is charmed by the dragon for 24 hours, regarding it as a trusted friend to be heeded and protected. Although it isnt under the dragons control, it takes the dragons requests or actions in the most favorable way it can. At the end of each of the targets turns and at the end of any turn during which the dragon or its companions harmed the target, it repeats the saving throw, ending the effect on a success." }, { "name": "Stupefy", "desc": "The dragon targets a creature within 60 feet. If the target is concentrating on a spell, it must make a DC 19 Constitution saving throw or lose concentration." }, { "name": "Psionic Wave (Costs 2 Actions)", "desc": "The dragon uses Psionic Wave." }, { "name": "Captivating Harmonics (1/Day)", "desc": "Each creature of the dragons choice within 90 feet makes a DC 16 Wisdom saving throw. On a failure, it becomes psionically charmed by the dragon for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its scales dull briefly, and it can't use telepathy or psionic abilities until the end of its next turn." }, { "name": "Psionic Powers", "desc": "The dragons psionic abilities are considered both magical and psionic." }, { "name": "Far Thoughts", "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:calm emotions, charm person, mass suggestion, modify memory" } ], "spell_list": [], "page_no": 141, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_adult-amethyst-dragon/" }, { "slug": "adult-earth-dragon-a5e", "desc": "", "name": "Adult Earth Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 19, "armor_desc": "", "hit_points": 287, "hit_dice": "23d12+138", "speed": { "walk": 40, "fly": 40, "burrow": 60 }, "strength": 22, "dexterity": 14, "constitution": 22, "intelligence": 22, "wisdom": 14, "charisma": 20, "strength_save": 12, "dexterity_save": null, "constitution_save": 12, "intelligence_save": 8, "wisdom_save": 8, "charisma_save": 7, "perception": null, "skills": { "athletics": 12, "insight": 8, "nature": 12, "perception": 8 }, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical weapons", "damage_immunities": "", "condition_immunities": "petrified", "senses": "darkvision 120 ft., tremorsense 90 ft., passive Perception 21", "languages": "Common, Draconic, Terran", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its slam. In place of its bite attack it can use Rock Spire." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 20) and a Large or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another target." }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage." }, { "name": "Scouring Breath (Recharge 5-6)", "desc": "The dragon exhales scouring sand and stones in a 60-foot cone. Each creature in that area makes a DC 20 Dexterity saving throw taking 56 (16d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn." }, { "name": "Rock Spire", "desc": "A permanent 25-foot-tall 5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 19 Dexterity saving throw taking 13 (3d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled at the top of the spire. A creature can use an action to make a DC 12 Strength check freeing the implaced creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16 30 hit points and immunity to poison and psychic damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Shake the Foundation", "desc": "The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 20 Dexterity saving throw, falling prone on a failure." }, { "name": "Slam Attack (Costs 2 Actions)", "desc": "The dragon makes a slam attack." }, { "name": "Entomb (While Bloodied", "desc": "The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 15 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 15 Strength check, freeing an entombed creature on a success." } ], "special_abilities": [ { "name": "Earth Glide", "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it." }, { "name": "False Appearance", "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its movement is halved until the end of its next turn." }, { "name": "Essence Link", "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone" } ], "spell_list": [], "page_no": 127, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_adult-earth-dragon/" }, { "slug": "adult-red-dragon-a5e", "desc": "", "name": "Adult Red Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 19, "armor_desc": "", "hit_points": 310, "hit_dice": "23d12+161", "speed": { "walk": 40, "climb": 40, "fly": 80 }, "strength": 26, "dexterity": 10, "constitution": 24, "intelligence": 16, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": 6, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 8, "charisma_save": 11, "perception": null, "skills": { "intimidation": 11, "perception": 9, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 22", "languages": "Common, Draconic, one more", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can Spit Fire." }, { "name": "Bite", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 4 (1d8) fire damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Cruel Tyranny", "desc": "The dragon snarls and threatens its minions driving them to immediate action. The dragon chooses one creature it can see and that can hear the dragon. The creature uses its reaction to make one weapon attack with advantage." }, { "name": "Spit Fire", "desc": "The dragon targets a creature within 60 feet forcing it to make a DC 21 Dexterity saving throw. The creature takes 22 (4d10) fire damage on a failure or half damage on a success. A creature that fails the save also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The dragon exhales a blast of fire in a 60-foot cone. Each creature in that area makes a DC 21 Dexterity saving throw taking 73 (21d6) fire damage on a failed save or half damage on a success. A creature that fails the saving throw also takes 5 (1d10) ongoing fire damage. While affected by this ongoing damage it is frightened of the dragon. A creature can use an action to end the ongoing damage." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Cruel Tyranny", "desc": "The dragon uses its Cruel Tyranny action." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest." }, { "name": "Searing Heat", "desc": "A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 7 (2d6) fire damage." }, { "name": "Volcanic Tyrant", "desc": "The dragon is immune to the effects of poisonous gases caused by volcanic environments. It also ignores difficult terrain caused by lava." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:command, hold person, glyph of warding, wall of fire" } ], "spell_list": [], "page_no": 118, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_adult-red-dragon/" }, { "slug": "adult-silver-dragon-a5e", "desc": "", "name": "Adult Silver Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 19, "armor_desc": "", "hit_points": 283, "hit_dice": "21d12+147", "speed": { "walk": 40, "fly": 80 }, "strength": 24, "dexterity": 14, "constitution": 24, "intelligence": 16, "wisdom": 12, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 11, "perception": null, "skills": { "arcana": 9, "history": 9, "perception": 7, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Draconic, one more", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks with its bite and twice with its claws. In place of its bite it can use Spit Frost." }, { "name": "Bite", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 4 (1d8) cold damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Rapier (Humanoid Form Only)", "desc": "Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage." }, { "name": "Spit Frost", "desc": "The creature targets one creature within 60 feet forcing it to make a DC 21 Constitution saving throw. The creature takes 16 (3d10) cold damage on a failure or half damage on a success. On a failure the creatures Speed is also halved until the end of its next turn. Flying creatures immediately fall unless they are magically kept aloft." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Frost Breath", "desc": "The dragon exhales freezing wind in a 60-foot cone. Each creature in the area makes a DC 21 Constitution saving throw taking 72 (16d8) cold damage on a failed save or half damage on a success. On a failure the creature is also slowed until the end of its next turn." }, { "name": "Paralyzing Breath", "desc": "The dragon exhales paralytic gas in a 60-foot cone. Each creature in the area must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn." }, { "name": "Change Shape", "desc": "The dragon magically takes the shape of a humanoid or beast or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form the dragons stats are unchanged except for its size. It can't use Spit Frost Breath Weapons Tail Attack or Wing Attack except in dragon form. In beast form it can attack only with its bite and claws if appropriate to its form. If the beast form is Large or smaller the reach of these attacks is reduced to 5 feet. In humanoid form it can attack only with its rapier." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 19 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 21 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." }, { "name": "Windstorm (Costs 2 Actions)", "desc": "Pounding winds surround the dragon in a 20-foot radius. A creature in this area attempting to move closer to the dragon must spend 2 feet of movement for every 1 foot closer it moves, and ranged attacks against the dragon are made with disadvantage. A creature that starts its turn in the windstorm makes a DC 20 Constitution saving throw, taking 5 (1d10) cold damage on a failure. The windstorm lasts until the start of the dragons next turn." } ], "special_abilities": [ { "name": "Cloud Strider", "desc": "The dragon suffers no harmful effects from high altitudes. When flying at high altitude, the dragon can, after 1 minute of concentration, discorporate into clouds. In this form, it has advantage on Stealth checks, its fly speed increases to 300 feet, it is immune to all nonmagical damage, it has resistance to magical damage, and it can't take any actions except Hide. If it takes damage or descends more than 500 feet from where it transformed, it immediately returns to its corporeal form. It can revert to its true form as an action." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales dissipate into clouds. If it has no more uses of this ability, its Armor Class is reduced to 17 until it finishes a long rest." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 19). It can innately cast the following spells, requiring no material components. 3/day each:charm person, faerie fire,awaken, geas" } ], "spell_list": [], "page_no": 178, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_adult-silver-dragon/" }, { "slug": "ancient-blue-dragon-a5e", "desc": "", "name": "Ancient Blue Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 22, "armor_desc": "", "hit_points": 407, "hit_dice": "22d20+176", "speed": { "walk": 40, "burrow": 40, "fly": 80, "swim": 40 }, "strength": 28, "dexterity": 10, "constitution": 26, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 16, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 13, "perception": null, "skills": { "perception": 11, "stealth": 8, "survival": 11 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft., passive Perception 24", "languages": "Common, Draconic, two more", "challenge_rating": "25", "cr": 25.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can use Arc Lightning." }, { "name": "Bite", "desc": "Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Arc Lightning", "desc": "The dragon targets a creature within 60 feet forcing it to make a DC 24 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. Also on a failure the lightning jumps. Choose a creature within 30 feet of the target that hasnt been hit by this ability on this turn and repeat the effect against it possibly causing the lightning to jump again." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales a 120-foot-long 10-foot-wide line of lightning. Each creature in that area makes a DC 24 Dexterity saving throw taking 94 (17d10) lightning damage on a failed save or half damage on a success. A creature that fails the save can't take reactions until the end of its next turn." }, { "name": "Quake", "desc": "While touching natural ground the dragon sends pulses of thunder rippling through it. Creatures within 30 feet make a DC 24 Strength saving throw taking 22 (4d10) bludgeoning damage and falling prone on a failure. If a Large or smaller creature that fails the save is standing on sand it also sinks partially becoming restrained as well. A creature restrained in this way can spend half its movement to escape." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." }, { "name": "Quake (Costs 2 Actions)", "desc": "The dragon uses its Quake action." } ], "special_abilities": [ { "name": "Desert Farer", "desc": "The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat." }, { "name": "Dune Splitter", "desc": "The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way, and Large or smaller creatures within 20 feet of its hiding place when it emerges must succeed on a DC 24 Dexterity saving throw or be blinded until the end of its next turn." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to sand. If it has no more uses of this ability, its Armor Class is reduced to 20 until it finishes a long rest." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 21). It can innately cast the following spells, requiring no material components. 3/day each:blur, silent image, blight, hypnotic pattern, 1/day each:control water, mirage arcane" } ], "spell_list": [], "page_no": 106, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_ancient-blue-dragon/" }, { "slug": "ancient-bronze-dragon-a5e", "desc": "", "name": "Ancient Bronze Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 21, "armor_desc": "", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 80, "swim": 80 }, "strength": 28, "dexterity": 10, "constitution": 26, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 7, "constitution_save": 15, "intelligence_save": null, "wisdom_save": 10, "charisma_save": 12, "perception": null, "skills": { "insight": 10, "perception": 10, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 23", "languages": "Common, Draconic, two more", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks with its bite and twice with its claws. In place of its bite it can use Lightning Pulse." }, { "name": "Bite", "desc": "Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 9 (2d8) lightning damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Trident (Humanoid Form Only)", "desc": "Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 9) piercing damage." }, { "name": "Lightning Pulse", "desc": "The dragon targets one creature within 60 feet forcing it to make a DC 23 Dexterity saving throw. The creature takes 22 (4d10) lightning damage on a failure or half damage on a success. If the initial target is touching a body of water all other creatures within 20 feet of it and touching the same body of water must also make the saving throw against this damage." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Lightning Breath", "desc": "The dragon exhales lightning in a 120-foot-long 10-foot-wide line. Each creature in the area makes a DC 23 Dexterity saving throw taking 93 (16d10) lightning damage on a failed save or half damage on a success. A creature that fails the saving throw can't take reactions until the end of its next turn." }, { "name": "Ocean Surge", "desc": "The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area makes a DC 23 Strength saving throw. A creature that fails is pushed 40 feet away from the dragon and knocked prone while one that succeeds is pushed only 20 feet away and isnt knocked prone." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragons choice). In the new form, the dragons stats are unchanged except for its size. It can't use Lightning Pulse, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its trident." } ], "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 20 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 24 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." }, { "name": "Foresight (Costs 2 Actions)", "desc": "The dragon focuses on the many sprawling futures before it and predicts what will come next. Until the start of its next turn, it gains advantage on saving throws, and attacks against it are made with disadvantage." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away and dissolve into sea foam. If it has no more uses of this ability, its Armor Class is reduced to 19 until it finishes a long rest." }, { "name": "Oracle of the Coast", "desc": "The dragon can accurately predict the weather up to 7 days in advance and is never considered surprised while conscious. Additionally, by submerging itself in a body of water and spending 1 minute in concentration, it can cast scrying, requiring no components. The scrying orb appears in a space in the same body of water." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:fog cloud, speak with animals,commune with nature, speak with plants, 1/day:control weather, etherealness" } ], "spell_list": [], "page_no": 160, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_ancient-bronze-dragon/" }, { "slug": "ancient-river-dragon-a5e", "desc": "", "name": "Ancient River Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 372, "hit_dice": "24d20+120", "speed": { "walk": 60, "fly": 80, "swim": 100 }, "strength": 20, "dexterity": 24, "constitution": 20, "intelligence": 16, "wisdom": 24, "charisma": 20, "strength_save": null, "dexterity_save": 14, "constitution_save": 12, "intelligence_save": 10, "wisdom_save": 14, "charisma_save": 12, "perception": null, "skills": { "acrobatics": 14, "deception": 12, "insight": 14, "nature": 10, "perception": 14, "stealth": 14 }, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical weapons", "damage_immunities": "", "condition_immunities": "fatigue", "senses": "darkvision 120 ft., tremorsense 300 ft. (only detects vibrations in water), passive Perception 24", "languages": "Aquan, Common, Draconic", "challenge_rating": "23", "cr": 23.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage." }, { "name": "Torrential Breath (Recharge 5-6)", "desc": "The dragon exhales water in a 90-foot-long 10-foot-wide line. Each creature in the area makes a DC 20 Dexterity saving throw taking 66 (19d6) bludgeoning damage on a failed save or half damage on a success. A creature that fails the save is also knocked prone and is pushed up to 60 feet away. A creature that impacts a solid object takes an extra 21 (6d6) bludgeoning damage." } ], "bonus_actions": [ { "name": "Whirlpool", "desc": "A cylindrical, 15-foot-tall, 10-foot-radius whirlpool or waterspout magically appears in the water or air, centered on a point within 60 feet. Creatures in the area make a DC 20 Strength saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone and pushed up to 15 feet. On a failure, a creature takes half damage." } ], "reactions": [ { "name": "Snap Back (While Bloodied)", "desc": "When a creature the dragon can see hits it with a melee weapon attack, the dragon makes a bite attack against the attacker." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Dart Away", "desc": "The dragon swims up to half its speed." }, { "name": "Lurk", "desc": "The dragon takes the Hide action." }, { "name": "River Surge (Costs 2 Actions)", "desc": "The dragon generates a 20-foot-tall, 100-foot-wide wave on the surface of water within 120 feet. The wave travels up to 60 feet in any direction the dragon chooses and crashes down, carrying Huge or smaller creatures and vehicles with it. Vehicles moved in this way have a 25 percent chance of capsizing. Creatures that impact a solid object take 35 (10d6) bludgeoning damage." }, { "name": "Sudden Maelstrom (While Bloodied", "desc": "The dragon magically surrounds itself with a 60-foot-radius maelstrom of surging wind and rain for 1 minute. A creature other than the dragon that starts its turn in the maelstrom or enters it for the first time on a turn makes a DC 20 Strength saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is knocked prone and pushed 15 feet away from the dragon." } ], "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." }, { "name": "Flowing Grace", "desc": "The dragon doesnt provoke opportunity attacks when it flies or swims out of an enemys reach." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it loses coordination as white-crested waves run up and down its body. It loses its Flowing Grace and Shimmering Scales traits until the beginning of its next turn." }, { "name": "Shimmering Scales", "desc": "While in water, the dragon gains three-quarters cover from attacks made by creatures more than 30 feet away." }, { "name": "Essence Link", "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:create or destroy water, fog cloud, control water, freedom of movement, 1/day each:control weather, wall of ice" } ], "spell_list": [], "page_no": 131, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_ancient-river-dragon/" }, { "slug": "ancient-sapphire-dragon-a5e", "desc": "", "name": "Ancient Sapphire Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 21, "armor_desc": "", "hit_points": 429, "hit_dice": "26d20+156", "speed": { "walk": 40, "burrow": 40, "fly": 80 }, "strength": 24, "dexterity": 24, "constitution": 22, "intelligence": 26, "wisdom": 24, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": 13, "intelligence_save": 15, "wisdom_save": 14, "charisma_save": 12, "perception": null, "skills": { "arcana": 15, "deception": 12, "history": 15, "insight": 14, "perception": 14, "persuasion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic", "condition_immunities": "fatigue", "senses": "darkvision 120 ft., passive Perception 27", "languages": "Common, Deep Speech, Draconic, Undercommon, telepathy 120 ft.", "challenge_rating": "25", "cr": 25.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite it can use Psionic Wave." }, { "name": "Bite", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 9 (2d8) psychic damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage." }, { "name": "Psionic Wave", "desc": "The dragon psionically emits a wave of crushing mental pressure. Each creature within 20 feet makes a DC 21 Wisdom saving throw taking 22 (4d10) psychic damage on a failed save or half damage on a success. Creatures suffering ongoing psychic damage make this saving throw with disadvantage." }, { "name": "Discognitive Breath (Recharge 5-6)", "desc": "The dragon unleashes psychic energy in a 90-foot cone. Each creature in that area makes a DC 21 Intelligence saving throw taking 66 (12d10) psychic damage and 22 (4d10) ongoing psychic damage on a failed save or half damage and no ongoing psychic damage on a success. The ongoing damage ends if a creature falls unconscious. A creature can use an action to ground itself in reality ending the ongoing damage." }, { "name": "Prognosticate (3/Day)", "desc": "The dragon psionically makes a prediction of an event up to 300 years in the future. This prediction has a 75 percent chance of being perfectly accurate and a 25 percent chance of being partially or wholly wrong. Alternatively the dragon can choose to gain truesight to a range of 120 feet for 1 minute." } ], "bonus_actions": null, "reactions": [ { "name": "Prophesy Doom (When Bloodied)", "desc": "When a language-using creature suffering ongoing psychic damage targets the dragon with an attack or spell, the dragon telepathically prophesies the attackers doom. The attacker makes a DC 20 Intelligence saving throw. On a failure, the target magically gains the doomed condition. It is aware that it will die due to some bizarre circumstance within 13 (2d12) hours. In addition to the normal means of removing the condition, this doom can be avoided by a spell that can predict the future, such as augury, contact other plane, or foresight. The dragon can end the effect as an action." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Foretell", "desc": "The dragon psionically catches a glimpse of a fast-approaching moment and plans accordingly. The dragon rolls a d20 and records the number rolled. Until the end of the dragons next turn, the dragon can replace the result of any d20 rolled by it or a creature within 120 feet with the foretold number. Each foretold roll can be used only once." }, { "name": "Psionic Wave (Costs 2 Actions)", "desc": "The dragon uses Psionic Wave." }, { "name": "Shatter Mind (Costs 2 Actions)", "desc": "The dragon targets a creature within 60 feet, forcing it to make a DC 23 Intelligence saving throw. On a failure, the target takes 22 (4d10) ongoing psychic damage. An affected creature repeats the saving throw at the end of each of its turns, ending the ongoing psychic damage on a success. A creature can also use an action to ground itself in reality, ending the ongoing damage." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, its eyes dull as it briefly loses its connection to the future. Until the end of its next turn, it can't use Foretell, Prognosticate, or Prophesy Doom, and it loses its Predictive Harmonics trait." }, { "name": "Predictive Harmonics", "desc": "The dragon is psionically aware of its own immediate future. The dragon cannot be surprised, and any time the dragon would make a roll with disadvantage, it makes that roll normally instead." }, { "name": "Psionic Powers", "desc": "The dragons psionic abilities are considered both magical and psionic." }, { "name": "Far Thoughts", "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 20). It can innately cast the following spells, requiring no material components. 3/day each:comprehend languages, detect thoughts, telekinesis, wall of force, 1/day:etherealness, mind blank" } ], "spell_list": [], "page_no": 149, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_ancient-sapphire-dragon/" }, { "slug": "archfey-a5e", "desc": "", "name": "Archfey", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 330, "hit_dice": "44d8+132", "speed": { "walk": 35, "fly": 60 }, "strength": 16, "dexterity": 20, "constitution": 16, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": 9, "charisma_save": 9, "perception": null, "skills": { "arcana": 7, "history": 7, "insight": 9, "nature": 7, "perception": 9, "persuasion": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, paralyzed, poisoned, unconscious", "senses": "truesight 60 ft., passive Perception 19", "languages": "Common, Elvish, Sylvan, two more", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The archfey makes two glittering scimitar attacks." }, { "name": "Glittering Scimitar", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold fire lightning or psychic damage (its choice)." }, { "name": "Gleaming Longbow", "desc": "Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. This attack ignores half or three-quarters cover. Hit: 9 (1d8 + 5) piercing damage plus 14 (4d6) cold fire lightning or psychic damage (its choice)." }, { "name": "Evil Eye (Gaze)", "desc": "The archfey targets one creature not under the effect of a faeries Evil Eye within 60 feet. The target makes a DC 17 Wisdom saving throw. On a failed saving throw the archfey chooses one of the following effects to magically impose on the target. Each effect lasts for 1 minute." }, { "name": "The target falls asleep", "desc": "This effect ends if the target takes damage or another creature uses an action to rouse it." }, { "name": "The target is frightened", "desc": "This effect ends if the target is ever 60 feet or more from the archfey." }, { "name": "The target is poisoned", "desc": "It can repeat the saving throw at the end of each of its turns ending the effect on itself on a success." }, { "name": "Summon Midnight (1/Day)", "desc": "Night magically falls over a 5-mile-diameter area lasting for 1 hour. As an action the archfey can end this effect." }, { "name": "Weird (9th-Level; V, S, Concentration)", "desc": "The archfey terrifies creatures with their own worst nightmares. Each creature within 30 feet of a point within 120 feet makes a DC 17 Wisdom saving throw. On a failure the creature is frightened for 1 minute. At the end of each of the creatures turns the creature takes 22 (4d10) psychic damage and then repeats the saving throw ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Faerie Step (Recharge 5-6)", "desc": "The archfey magically teleports up to 60 feet to a space it can see." } ], "reactions": [ { "name": "Riposte", "desc": "When the archfey is hit by a melee attack made by a creature it can see, it makes a glittering scimitar attack against the attacker." }, { "name": "Vengeful Eye", "desc": "When the archfey is hit by a ranged attack or targeted with a spell by a creature within 60 feet, it uses Evil Eye on the attacker if they can see each other." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Faerie Form", "desc": "The archfey can magically change its size between Large, Medium, and Tiny as an action. While Tiny, the bludgeoning, piercing, and slashing damage dealt by the archfeys attacks is halved. Additionally, it has disadvantage on Strength checks and advantage on Dexterity checks. While Large, the archfey has advantage on Strength checks. Its statistics are otherwise unchanged." }, { "name": "Faerie Light", "desc": "As a bonus action, the archfey can cast dim light for 30 feet, or extinguish its glow." }, { "name": "Innate Spellcasting", "desc": "The archfeys spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: animal messenger, detect evil and good, detect magic, disguise self, 3/day each: charm person, scrying, zone of truth, 1/day each: dream, geas, heroes feast, magic circle, polymorph (self only)" } ], "spell_list": [], "page_no": 200, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_archfey/" }, { "slug": "corrupted-unicorn-a5e", "desc": "", "name": "Corrupted Unicorn", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 85, "hit_dice": "9d10+36", "speed": { "walk": 80 }, "strength": 20, "dexterity": 18, "constitution": 18, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 15", "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unicorn attacks once with its hooves and once with its horn." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage." }, { "name": "Horn", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) radiant damage. If the target is a creature and the unicorn moves at least 20 feet straight towards the target before the attack the target takes an extra 9 (2d8) bludgeoning damage and makes a DC 16 Strength saving throw falling prone on a failure." }, { "name": "Trample", "desc": "The unicorn attacks a prone creature with its hooves." }, { "name": "Darkness Aura (1/Day)", "desc": "A 15-foot radius area of magical darkness emanates from the unicorn spreading around corners and moving with it. Darkvision and natural light can't penetrate it. If the darkness overlaps with an area of light created by a 2nd-level spell or lower the spell creating the light is dispelled. The darkness aura lasts for 10 minutes or until the unicorn takes damage. The aura doesnt hinder the unicorns sight." }, { "name": "Grant Boon (3/Day)", "desc": "The unicorn touches a willing creature including itself with its horn and grants one of the following boons:" }, { "name": "Healing", "desc": "The creature magically regains 21 (6d6) hit points. It is cured of all diseases and poisons affecting it are neutralized." }, { "name": "Luck: During the next 24 hours, the creature can roll a d12 and add the result to one ability check, attack roll, or saving throw after seeing the result", "desc": "" }, { "name": "Protection: A glowing mote of light orbits the creatures head", "desc": "The mote lasts 24 hours. When the creature fails a saving throw it can use its reaction to expend the mote and succeed on the saving throw." }, { "name": "Resolution", "desc": "The creature is immune to being charmed or frightened for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The unicorn has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 416, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/mmenag_corrupted-unicorn/" } ] }{ "count": 3207, "next": "