{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-alignment&page=13","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-alignment&page=11","results":[{"slug":"myrmex","desc":"","name":"Myrmex","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":40,"burrow":40,"climb":40},"strength":16,"dexterity":13,"constitution":16,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"poison; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious ","senses":"blindsight 60', passive Perception 15","languages":"understands Terran but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) piercing damage + 3 (1d6) poison."},{"name":"Earth Shift","desc":"Ranged Spell Attack: +5 to hit 60' 1 tgt in contact with ground. Target pushed up to 15 ft. in direction of myrmex's choice speed half til end of its next turn."},{"name":"Wall of Earth","desc":"Makes a wall of earth spring out of earth or rock on a point it can sense within 30' of it. Works like wall of stone spell except  can create only one 10 ft. × 10 ft. panel with AC 13 and 15 hp."}],"bonus_actions":[{"name":"Earth Manipulation","desc":"Can manipulate and move earth within 30' of it that fits within a 5 ft. cube. This manipulation is limited only by its imagination but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. It can also choose to make the ground within 10 ft. of it difficult terrain or to make difficult terrain normal if the ground is earth or stone. Changes caused by Earth Manipulation are permanent."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Limited Telepathy","desc":"Magically transmit simple messages and images to any creature within 120' of it that can understand a language. This telepathy doesn't allow receiving creature to telepathically respond."},{"name":"Stone Walk","desc":"Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement."}],"spell_list":[],"page_no":283,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_myrmex/"},{"slug":"myrmex-speaker","desc":"","name":"Myrmex Speaker","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":40,"burrow":40,"climb":40},"strength":18,"dexterity":13,"constitution":17,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious ","senses":"blindsight 60', passive Perception 17","languages":"understands Common, Terran, and Undercommon but can't speak, telepathy 120'","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) poison."},{"name":"Earth Shift","desc":"Ranged Spell Attack: +7 to hit 60' 1 tgt in contact with ground. Target pushed up to 15 ft. in direction of myrmex's choice speed half til end of its next turn."},{"name":"Static Barrage (Recharge 5-6)","desc":"Blasts foes with painful psychic static. Each creature of myrmex's choice within 30' of it: 18 (4d8) psychic (DC 15 Int half)."},{"name":"Wall of Earth","desc":"Makes a wall of earth spring out of earth or rock on a point it can sense within 30' of it. Works like wall of stone spell except  can create only one 10 ft. × 10 ft. panel with AC 13 and 15 hp."}],"bonus_actions":[{"name":"Earth Manipulation","desc":"Can manipulate and move earth within 30' of it that fits within a 5 ft. cube. This manipulation is limited only by its imagination but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. It can also choose to make the ground within 10 ft. of it difficult terrain or to make difficult terrain normal if the ground is earth or stone. Changes caused by Earth Manipulation are permanent."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Stone Walk","desc":"Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement."}],"spell_list":[],"page_no":283,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_myrmex-speaker/"},{"slug":"myrmex-young","desc":"","name":"Myrmex, Young","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"natural armor","hit_points":54,"hit_dice":"12d6+12","speed":{"walk":30,"burrow":15,"climb":30},"strength":12,"dexterity":13,"constitution":13,"intelligence":8,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious","senses":"blindsight 60', passive Perception 12","languages":"understands Terran but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, 5 ft., one target, 5 (1d4+3) piercing damage + 3 (1d6) poison."},{"name":"Earth Shift","desc":"Ranged Spell Attack: +2 to hit 60' 1 tgt in contact with the ground. Target is pushed up to 10 ft. in a direction of myrmex's choice and its speed is reduced by 5 ft. until end of its next turn."}],"bonus_actions":[{"name":"Earth Manipulation","desc":"Can manipulate and move earth within 30' of it that fits within a 5 ft. cube. This manipulation is limited only by its imagination but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. Can also choose to make ground within 10 ft. of it difficult terrain or to make difficult terrain normal if the ground is earth or stone. Changes caused by Earth Manipulation are permanent."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Limited Telepathy","desc":"Magically transmit simple messages and images to any creature within 120' of it that can understand a language. This telepathy doesn't allow receiving creature to telepathically respond."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Stone Walk","desc":"Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement."}],"spell_list":[],"page_no":283,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_myrmex-young/"},{"slug":"nautiloid","desc":"","name":"Nautiloid","size":"Gargantuan","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":18,"armor_desc":"natural armor","hit_points":216,"hit_dice":"16d20+48","speed":{"walk":0,"swim":90},"strength":21,"dexterity":15,"constitution":16,"intelligence":7,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"piercing, bludgeoning, &amp; slashing from nonmagical attacks ","damage_immunities":"cold","condition_immunities":"exhaustion, poisoned","senses":"blindsight 60', darkvision 300', passive Perception 16","languages":"understands Primordial but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Beak attacks and one Tentacles attack."},{"name":"Beak","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 21 (3d10+5) piercing damage + 9 (2d8) poison."},{"name":"Tentacles","desc":"Melee Weapon Attack: +10 to hit, 30 ft., one target, 18 (2d12+5) bludgeoning damage and target is grappled (escape DC 18). Until this grapple ends target is restrained nautiloid can automatically hit target with its Tentacles and nautiloid can't make Tentacles attacks vs. other targets."},{"name":"Jet Propulsion (Recharge 5-6)","desc":"Releases a magical burst of pressure that propels it backwards in a line that is 90' long and 10 ft. wide. Each creature within 15 ft. of the space the nautiloid left and each creature in that line must make a DC 18 Con save. On a failure a creature takes 45 (10d8) force and is pushed up to 20' away from the nautiloid and knocked prone. On a success a creature takes half the damage but isn't pushed or knocked prone."}],"bonus_actions":null,"reactions":[{"name":"Withdraw","desc":"When a creature the nautiloid can see targets it with an attack the nautiloid can pull its body into its shell gaining a +5 bonus to AC until the start of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Traveler","desc":"Doesn't require air food drink sleep or ambient pressure."},{"name":"Enchanted Shell","desc":"A dome of magic covers the nautiloid just large enough to contain its shell. The nautiloid can control the ambient pressure temperature water levels and breathable air levels (for air-breathing passengers) inside allowing creatures and objects within it to exist comfortably in spite of conditions outside. Creatures and objects within the shell have total cover vs. attacks and other effects outside the nautiloid. Creatures inside the shell can exit whenever they want but nothing can pass into the shell's dome unless the nautiloid allows it. Area inside dome is a magnificent palace carved into nautiloid's shell complete with open ‘air' balconies used as entrances/exits and numerous covered chambers that can comfortably hold up to 50 passengers. Palace is 60' long 30' wide and 80' tall. When it dies any creatures inside dome are expelled into unoccupied spaces near the closest exit."},{"name":"Limited Telepathy","desc":"The nautiloid can magically communicate simple ideas emotions and images telepathically with any creature inside the magical dome that surrounds it shell. Similarly it can hear and understand any creature inside the dome regardless of the language it speaks."}],"spell_list":[],"page_no":286,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_nautiloid/"},{"slug":"pescavitus","desc":"","name":"Pescavitus","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":0,"swim":60},"strength":12,"dexterity":17,"constitution":15,"intelligence":15,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":5,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"","condition_immunities":"","senses":"darkvision 120', passive Perception 10 ","languages":"Celestial, telepathy 60'","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 5 (2d4) radiant."},{"name":"Air Bubble (Recharge: Short/Long Rest)","desc":"Creates an air bubble around the heads of any number of creatures that are touching it. A creature that benefits from an air bubble can breathe underwater and gains swim speed of 20' if it doesn't already have a swim speed. The air bubbles hold enough air for 24 hrs of breathing divided by number of breathing creatures that received an air bubble."},{"name":"Healing Touch (3/Day)","desc":"Touches another creature. Target magically regains 5 (1d8+1) hp and is freed from any disease poison blindness or deafness."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Celestial Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon does extra 2d4 radiant (included below)."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Piscine Curse","desc":"When a creature reduces the pescavitus to 0 hp that creature is cursed for 5 days (DC 13 Cha negates). Cursed creature can be detected as a fiend with spells such as detect evil and good. In addition for the duration cursed creature gains only half the benefit of magic that restores hp and gains no benefits from finishing a long rest. A creature that consumes any amount of the flesh of a pescavitus is automatically cursed. Curse can be lifted by a remove curse spell or similar magic."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":315,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_pescavitus/"},{"slug":"sunflower-sprite","desc":"","name":"Sunflower Sprite","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":12,"armor_desc":"","hit_points":14,"hit_dice":"4d6","speed":{"walk":30},"strength":8,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Radiant Leaf","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 4 (1d4+2) slashing damage + 5 (2d4) radiant."},{"name":"Light Ray","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 8 (2d4+3) radiant."},{"name":"Healing Radiance (Recharge: Short/Long Rest)","desc":"Radiates a warm light. Each friendly creature within 10 ft. of the sprite regains 5 (2d4) hp. It can't use this action if it hasn't been exposed to sunlight in the past 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diurnal","desc":"At night or when underground it has disadvantage on initiative rolls and Wis (Perception) checks."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Speak with Plants","desc":"Can communicate with plants as if they shared a language."},{"name":"Variable Illumination","desc":"Sheds bright light in a 5 ft. to 20' radius and dim light for extra number of feet equal to chosen radius. It can alter radius as a bonus action. It can't use this trait if it hasn't been exposed to sunlight in past 24 hrs."}],"spell_list":[],"page_no":358,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_sunflower-sprite/"},{"slug":"firetamer","desc":"Firetamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.","name":"Firetamer","size":"Medium","type":"Humanoid","subtype":"any race","group":"Elemental Wardens","alignment":"neutral good","armor_class":17,"armor_desc":"red dragon scale mail","hit_points":92,"hit_dice":"16d8+20","speed":{"walk":30},"strength":8,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":18,"charisma":11,"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":"fire","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Druidic, Primordial (Ignan)","challenge_rating":"7","cr":7.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 14 (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast dominate monster (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw.","attack_bonus":6,"damage_dice":"1d6+4d6","damage_bonus":2},{"name":"Flamecharm (Recharges after a Short or Long Rest)","desc":"The firetamer can cast _dominate monster_ (save DC 16) on a fire elemental or other fire elemental creature. If the elemental has 150 or more hit points, it has advantage on the saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flameform","desc":"As a bonus action, the firetamer can transform into a **fire elemental**. While in this form, the firetamer cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours, and can enter flameform twice, regaining expended uses after completing a short or long rest."},{"name":"Spellcasting","desc":"The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, mending, produce flame\n* 1st level (4 slots): cure wounds, faerie fire, longstrider, jump\n* 2nd level (3 slots): flame blade, heat metal, lesser restoration\n* 3rd level (3 slots): daylight, dispel magic, protection from energy\n* 4th level (3 slots): blight, freedom of movement, wall of fire 5th level (1 slot): conjure elemental"}],"spell_list":["https://api.open5e.com/v2/spells/druidcraft/?format=json","https://api.open5e.com/v2/spells/mending/?format=json","https://api.open5e.com/v2/spells/produce-flame/?format=json","https://api.open5e.com/v2/spells/cure-wounds/?format=json","https://api.open5e.com/v2/spells/faerie-fire/?format=json","https://api.open5e.com/v2/spells/longstrider/?format=json","https://api.open5e.com/v2/spells/jump/?format=json","https://api.open5e.com/v2/spells/flame-blade/?format=json","https://api.open5e.com/v2/spells/heat-metal/?format=json","https://api.open5e.com/v2/spells/lesser-restoration/?format=json","https://api.open5e.com/v2/spells/daylight/?format=json","https://api.open5e.com/v2/spells/dispel-magic/?format=json","https://api.open5e.com/v2/spells/protection-from-energy/?format=json","https://api.open5e.com/v2/spells/blight/?format=json","https://api.open5e.com/v2/spells/freedom-of-movement/?format=json","https://api.open5e.com/v2/spells/wall-of-fire/?format=json","https://api.open5e.com/v2/spells/conjure-elemental/?format=json"],"page_no":128,"environments":[],"img_main":null,"document__slug":"taldorei","document__title":"Critical Role: Tal’Dorei Campaign Setting","document__license_url":"http://open5e.com/legal","document__url":"https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/","v2_converted_path":"/v2/creatures/tdcs_firetamer/"},{"slug":"waverider","desc":"The waveriders know firsthand the dangers of the open ocean, and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. Though they are not warriors, they are accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters, sometimes returning critically wounded survivors to the tribe of elemental wardens itself. The isolationists among the water wardens condemn this practice, fearing that the refugees threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular.\nA waverider turns to violence only as a last resort, and prefer to fight in fishform than with their fishing harpoon, using hit-and-run tactics as a shark or their octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the _skysails_ of the wind wardens.","name":"Waverider","size":"Medium","type":"Humanoid","subtype":"any race","group":"Elemental Wardens","alignment":"neutral good","armor_class":14,"armor_desc":"hide armor of cold resistance","hit_points":77,"hit_dice":"14d8+14","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Druidic, Primordial (Aquan)","challenge_rating":"4","cr":4.0,"actions":[{"name":"Harpoon","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fishform","desc":"As a bonus action, the waverider can transform into a **hunter shark** or **giant octopus**. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest."},{"name":"Healing Tides","desc":"Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide)."},{"name":"Marine Empathy","desc":"The waverider can speak with and understand aquatic plants and animals."},{"name":"Spellcasting","desc":"The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, poison spray, resistance\n* 1st level (4 slots): cure wounds, create or destroy water, healing word\n* 2nd level (3 slots): animal messenger, enhance ability, lesser restoration\n* 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing\n* 4th level (1 slots): control water"}],"spell_list":["https://api.open5e.com/v2/spells/druidcraft/?format=json","https://api.open5e.com/v2/spells/poison-spray/?format=json","https://api.open5e.com/v2/spells/resistance/?format=json","https://api.open5e.com/v2/spells/cure-wounds/?format=json","https://api.open5e.com/v2/spells/create-or-destroy-water/?format=json","https://api.open5e.com/v2/spells/healing-word/?format=json","https://api.open5e.com/v2/spells/animal-messenger/?format=json","https://api.open5e.com/v2/spells/enhance-ability/?format=json","https://api.open5e.com/v2/spells/lesser-restoration/?format=json","https://api.open5e.com/v2/spells/conjure-animals/?format=json","https://api.open5e.com/v2/spells/water-walk/?format=json","https://api.open5e.com/v2/spells/water-breathing/?format=json","https://api.open5e.com/v2/spells/control-water/?format=json"],"page_no":129,"environments":[],"img_main":null,"document__slug":"taldorei","document__title":"Critical Role: Tal’Dorei Campaign Setting","document__license_url":"http://open5e.com/legal","document__url":"https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/","v2_converted_path":"/v2/creatures/tdcs_waverider/"},{"slug":"chamrosh","desc":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam._  \n**Celestial Guard Dogs.** Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels.  \n**Roaming Defenders.** When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect. .  \n**Occasional Planar Travelers.** Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","name":"Chamrosh","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":60,"walk":40},"strength":14,"dexterity":13,"constitution":15,"intelligence":8,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":6,"skills":{"insight":4,"perception":6,"survival":6},"damage_vulnerabilities":"","damage_resistances":"fire, radiant","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 16","languages":"Celestial, Common, telepathy 60 ft.","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10+2"},{"name":"Fearsome Bark (Recharge 5-6)","desc":"The chamrosh lets out a highpitched bark at a creature it can see within 30 feet of it. If the target is of evil alignment, it must make a DC 13 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn't frightened. The bark has no effect on neutral or good-aligned creatures."},{"name":"Healing Lick (2/Day)","desc":"The chamrosh licks another creature. The target magically regains 10 (2d8 + 1) hp and is cured of the charmed, frightened, and poisoned conditions."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Angelic Awareness","desc":"The chamrosh has advantage on Wisdom (Insight) checks to determine if a creature is lying or if a creature has an evil alignment."},{"name":"Flyby","desc":"The chamrosh doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Keen Hearing and Smell","desc":"The chamrosh has advantage on Wisdom (Perception) checks that rely on hearing or smell."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_chamrosh/"},{"slug":"fleshdreg","desc":"A mass of disgorged plant material lies at the base of this fleshy tree. Hollowed out areas give the impression of a mouth and a pair of eyes._  \n**Disgusting Display.** At a distance, the fleshdreg’s appearance is not quite so disturbing, but a close-up view invokes revulsion in many creatures. Their most unsettling aspect—the constant spewing of plant material—is due to a strange regenerative factor. The trees spontaneously generate plant material, which negatively interacts with their acidic interiors and causes them near-constant digestive discomfort. The fleshdregs can direct this acidified material as a spew, which temporarily suspends this continual production, but they are hesitant to do so except in extreme circumstances. If they lose too much acid or their acid somehow becomes neutralized, the pulpy material fills their innards, bloating them and eventually erupting through their skin.  \n**Friendly Trees.** Many intelligent creatures encountering fleshdregs judge them by their horrifying features, but the fleshdregs are amiable hosts. They understand that many creatures find them repulsive and react to hostility with calming words and a show of peace. Assuming they establish a friendly footing with visitors, they prove to be valuable sources of information about the surrounding territory. In some cases, fleshdregs volunteer to accompany their new acquaintances within a swamp, especially if the fleshdregs seek to relocate.  \n**Otherworldly Origins.** Scholars who have studied the strange trees conclude they derive from some foreign environment. They are split on whether the creatures come from beyond the stars or migrated from deep within the underworld. The scholars agree fleshdregs serve an environmental niche in their native habitat similar to trees and may be an otherworldly equivalent to Open Game License","name":"Fleshdreg","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":115,"hit_dice":"10d12+50","speed":{"walk":30},"strength":19,"dexterity":6,"constitution":20,"intelligence":13,"wisdom":16,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":6,"nature":4},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"acid","condition_immunities":"exhaustion, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Deep Speech, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The fleshdreg makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"3d6+4"},{"name":"Rock","desc":"Melee Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"3d10+4"},{"name":"Disgorge Innards (Recharge 6)","desc":"The fleshdreg expels acidic sludge in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw takes 9 (2d8) acid damage the end of its next turn, unless it or a creature within 5 feet of it takes an action to remove the sludge."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The fleshdreg regains 5 hp at the start of its turn if it has at least 1 hp. If the fleshdreg uses its Disgorge Innards action, this trait doesn't function at the start of its next turn."}],"spell_list":[],"page_no":152,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_fleshdreg/"},{"slug":"gorao-ka","desc":"The wizened, doll-sized woman sits beside a small shrine of bonsai branches. She smiles and reaches into a full pouch, removing a gold coin. She passes the coin with an encouraging nod to the desperate-looking man kneeling before her._  \n**Small Gods of Substance.** Gorao-ka represent small fortunes of both a physical and spiritual nature. Their shrines can be erected anywhere, but they are commonly found in settlements and widely-traveled areas. Larger settlements have multiple shrines, sometimes one or more per neighborhood, each of which is associated with a different gorao-ka.  \n**Gentle and Benevolent.** Gorao-ka have a kind look for every person that crosses their path. Each of them has a burning desire to assist people, and they grieve on the occasions that they can’t. The laws governing their kind forbid them from extending aid to someone that hasn’t made an offering at their shrine, though a gorao-ka accepts almost anything in tribute.  \n**Thieves’ Bane.** Despite their generous natures, gorao-ka have no pity for those who steal from them. Fools who steal from gorao-ka swiftly discover their money inexplicably vanished, and can end up destitute if they don’t make reparations.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Gorao-Ka","size":"Tiny","type":"Fey","subtype":"kami","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":"copper coat","hit_points":17,"hit_dice":"5d4+5","speed":{"walk":20},"strength":13,"dexterity":11,"constitution":13,"intelligence":15,"wisdom":17,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Sack of Coins","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Find a Penny (Recharge 5-6)","desc":"The gorao-ka throws a copper piece into a space within 5 feet of it. A creature that is not hostile to the gorao-ka that picks up the copper piece is blessed with good luck. At any point within the next 1 hour, the creature can roll a d6 and add the number rolled to one attack roll, ability check, or saving throw.\n\nAlternatively, the bearer of the coin can pass it to another creature of its choice. At any point within the next 8 hours, the new bearer of the coin can roll 2d6 and add the higher result to one attack roll, ability check, or saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fool's Gold","desc":"If a creature steals one of the gorao-ka's money pouches, it loses 1d20 gp each time it finishes a long rest. A creature that steals more than one money pouch deducts an extra 1d20 gp for each additional stolen pouch. This effect ends when the thief freely gives double the amount of money it stole to another creature or organization. A gorao-ka carries 1d10 pouches, each containing 1d20 gp. If the gorao-ka is killed, all the gold in its pouches turns into worthless stones after 1 minute."},{"name":"Silver Fountain","desc":"When the gorao-ka is reduced to 0 hp, it explodes in a spray of silver pieces. Each creature within 5 feet of the gorao-ka that participated in killing it, such as by attacking it or casting a spell on it, must make a DC 12 Dexterity saving throw or take 7 (2d6) bludgeoning damage. The silver pieces disappear after 1 minute."}],"spell_list":[],"page_no":221,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_gorao-ka/"},{"slug":"hverhuldra","desc":"Steam rises from the top of this bald, green-skinned humanoid with a snake-like torso. The creature sweats profusely, but it doesn’t seem uncomfortable._  \n**Protector of Hot Springs.** Geothermal springs are the only reliable source of warmth in the arctic region, and they often coincide with ley lines. A hverhuldra, an aquatic fey, enjoys the constant heat provided by such springs and is sensitive to the magic power flowing through them. It serves as guardian of these coveted locations, ensuring no particular creature or group takes control of them.  \n**Luxuriating Fey.** Hverhuldras are not stodgy protectors of their homes. They enjoy the feeling of warmth they experience and believe others should be able to revel in it as well. Provided no violence occurs, hverhuldras are gracious hosts to their hot springs. Some may even encourage visitors to engage in dalliances underwater, using their magic to accommodate those unable to breathe underwater.  \n**Inured to Cold.** Despite their preference for warm or hot water, hverhuldras are hardened against cold weather. Their bodies generate incredible heat, and they produce copious amounts of steam when they stand in the cold.","name":"Hverhuldra","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d6+64","speed":{"swim":30,"walk":30},"strength":13,"dexterity":16,"constitution":18,"intelligence":11,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{"athletics":4,"intimidation":7,"nature":3,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan, Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The hverhuldra makes two steaming fist attacks."},{"name":"Steaming Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Scalding Stream (Recharge 5-6)","desc":"The hverhuldra spits scalding water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failed save, the target takes 21 (6d6) fire damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn't blinded. A blinded creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Steam Cloud","desc":"When the hverhuldra takes cold damage, it uses the steam from the impact of the cold on its body to magically create a cloud of steam centered on a point it can see within 60 feet of it. This cloud works like the fog cloud spell, except the hverhuldra can dismiss it as a bonus action."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The hverhuldra can breathe air and water."},{"name":"Purify Water","desc":"If the hverhuldra sits in a body of slow-flowing or standing water, such as a hot spring or a small creek, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the hverhuldra leaves the water. In standing water, this purification lasts until a contaminant enters the water while the hverhuldra isn't in it."},{"name":"Quick Rescue","desc":"As a bonus action, the hverhuldra gives one willing creature within 60 feet of it the ability to breathe water for 1 minute."},{"name":"Water Protection","desc":"While the hverhuldra submerged in water, it has advantage on Dexterity (Stealth) checks, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. If it takes cold damage, this trait doesn't function until the end of its next turn."},{"name":"Innate Spellcasting","desc":"The hverhuldra's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:\nAt will: create or destroy water, detect poison and disease, purify food and drink\n1/day each: blindness/deafness, protection from poison"}],"spell_list":[],"page_no":206,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_hverhuldra/"},{"slug":"lazavik","desc":"Standing no taller than a cat, this tiny humanoid has a snowwhite beard and a single eye that blazes with golden light. He holds a long reed whip in his hands._  \n**Swamp-Dwelling Fey.** Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female Open Game License","name":"Lazavik","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":null,"hit_points":36,"hit_dice":"8d4+16","speed":{"swim":30,"walk":30},"strength":12,"dexterity":18,"constitution":15,"intelligence":13,"wisdom":17,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":8,"survival":5},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"frightened, poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Reed Whip","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d4+4"},{"name":"Eye Flare (Recharge 5-6)","desc":"The lazavik's eye flares with blinding light in a 15-foot cone. Each creature in the area much make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Glowing Eye","desc":"As a bonus action, the lazavik makes its single eye shine with a brilliant golden light. Its eye sheds bright light in a line that is 90 feet long and 5 feet wide, or it sheds bright light in a 30-foot cone. Each creature in the area illuminated by the lazavik's eye gains the lazavik's Swamp Stride trait as long as it remains on the illuminated path. The lazavik can douse its light at any time (no action required)."},{"name":"Hold Breath","desc":"The lazavik can hold its breath for 30 minutes."},{"name":"Speak with Beasts","desc":"The lazavik can communicate with beasts as if they shared a language."},{"name":"Swamp Stride","desc":"Difficult terrain composed of mud, reeds, or other marshy terrain doesn't cost the lazavik extra movement. In addition, it can pass through nonmagical hazards, such as quicksand, without being hindered by them and through nonmagical plants without taking damage from them, despite thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":236,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_lazavik/"},{"slug":"light-drake","desc":"The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales._  \n**Light Bringers.** Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides.  \n**Social Trinket-Collectors.** Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure.  \n**Undead Slayers.** Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for Open Game License","name":"Light Drake","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":24,"hit_dice":"7d4+7","speed":{"fly":60,"walk":20,"hover":true},"strength":7,"dexterity":16,"constitution":13,"intelligence":8,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"radiant","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Breath Weapon (Recharge 6)","desc":"A light drake can breathe a 30-foot line of brilliant white light. Each creature in that line must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Reflective Scales","desc":"When a light drake is within 5 feet of a source of light, that source of light sheds bright light and dim light for an additional 10 feet. While the light drake wears or carries an object that sheds light from the daylight spell, the light within 10 feet of the drake is sunlight."},{"name":"Innate Spellcasting","desc":"The light drake's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, light, guiding star, starburst\n3/day each: color spray, faerie fire"}],"spell_list":[],"page_no":231,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_light-drake/"},{"slug":"lymarien","desc":"A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._  \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License","name":"Lymarien","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":13,"armor_desc":null,"hit_points":5,"hit_dice":"2d4","speed":{"walk":5,"fly":50},"strength":1,"dexterity":17,"constitution":10,"intelligence":7,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Sylvan","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distracting Swoop","desc":"If the lymarien moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Wisdom saving throw or be distracted until the end of its next turn. A distracted creature has disadvantage on its next attack roll or ability check."},{"name":"Speak with Beasts","desc":"The lymarien can communicate with beasts as if they shared a language."}],"spell_list":[],"page_no":248,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_lymarien/"},{"slug":"lymarien-swarm","desc":"A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes._  \n**Miniscule Fey.** Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like Open Game License","name":"Lymarien Swarm","size":"Large","type":"Fey","subtype":"Swarm","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":null,"hit_points":90,"hit_dice":"12d10+24","speed":{"walk":5,"fly":50},"strength":8,"dexterity":19,"constitution":14,"intelligence":7,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 14","languages":"Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) slashing damage, or 10 (3d6) slashing damage if the swarm has half its hp or fewer.","attack_bonus":7,"damage_dice":"6d6"},{"name":"Flight of the Fey (Recharge 4-6)","desc":"The lymarien swarm lifts a Large or smaller creature in its space. The target must succeed on a DC 15 Dexterity saving throw or be lifted directly upward to a height up to the swarm's flying speed. When the swarm moves, the lifted creature moves with it. At the end of the swarm's turn, the swarm drops the creature, which takes falling damage as normal."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Distracting Beauty","desc":"A creature that starts its turn in the lymarien swarm's space must succeed on a DC 15 Wisdom saving throw or be distracted by the swarm's luminous eyes and fluttering wings until the end of its next turn. A distracted creature has disadvantage on Wisdom (Perception) checks and on attack rolls against the lymarien swarm."},{"name":"Speak with Beasts","desc":"The lymarien swarm can communicate with beasts as if they shared a language."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny lymarien. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting","desc":"The lymarien swarm's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, minor illusion\n3/day each: hypnotic pattern, sleep (affects 9d8 hp)"}],"spell_list":[],"page_no":248,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_lymarien-swarm/"},{"slug":"sasori-fukurowashi","desc":"A golden pair of glowing, avian irises reveal a large creature on a nearby tree. Horn-like feathered ears sit atop its muscular, winged form. As it shifts on its branch, its wings divulge a hint of insectoid claws beneath them. A soft, echoing voice asks, “Are you lost? Do you need aid?”_  \nSasori fukurōwashi are kami originating from reincarnated noble souls who consistently honored and protected nature in their past life.  \n**Friendly Protectors.** Unlike others of their kind, these kami are not found near specific shrines, and they can’t be summoned. The sasori fukurōwashi are divine spirits inherently connected to all of nature, fulfilling the role of divine agent, messenger, or roaming protector. They are generally peaceable, befriending non-evil humanoids, fey, and other magical beings that don’t defile natural environments.  \n**Nocturnal.** They are inclined to rest or meditate by day and are active from dusk until dawn. Blessed with the ability to shift to and from the Ethereal Plane, these kami have a distinct tactical advantage to aid any nearby kami or respectful and contrite travelers along their way.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Sasori Fukurowashi","size":"Medium","type":"Fey","subtype":"kami","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"fly":80,"walk":40,"climb":20},"strength":17,"dexterity":19,"constitution":15,"intelligence":11,"wisdom":21,"charisma":19,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"perception":9,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The sasori fukurōwashi makes three attacks: one with its claw, one with its sting, and one with its talons."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The kami has two claws, each of which can grapple only one target.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"1d10+4"},{"name":"Talons","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":8,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the kami can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Flyby","desc":"The kami doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The kami has advantage on saving throws against spells and other magical effects"},{"name":"Keen Hearing and Sight","desc":"The kami has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_sasori-fukurowashi/"},{"slug":"yaojing","desc":"This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes._  \nYaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes.  \n**Silent Servitors.** Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material.  \n**Charlatan Haters.** Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent.  \n**Mountain Mystics.** Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.","name":"Yaojing","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":null,"hit_points":202,"hit_dice":"27d8+81","speed":{"walk":40},"strength":14,"dexterity":21,"constitution":16,"intelligence":16,"wisdom":18,"charisma":21,"strength_save":null,"dexterity_save":10,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":10,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, deafened, exhaustion, frightened","senses":"truesight 60 ft., passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The yaojing uses Blasphemer's Bane. It then makes three attacks."},{"name":"Sacred Fist","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 13 (3d8) radiant damage.","attack_bonus":10,"damage_dice":"2d8+5"},{"name":"Sacred Bolt","desc":"Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.","attack_bonus":10,"damage_dice":"5d8"},{"name":"Blasphemer's Bane","desc":"The yaojing makes a ward of censure against a creature it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be unable to cast spells or maintain concentration on spells until the beginning of the yaojing's next turn."},{"name":"Radiant Spin (Recharge 5-6)","desc":"The yaojing performs a spinning kick brimming with radiant energy. Each creature within 10 feet of the yaojing must make a DC 18 Dexterity saving throw. On a failure, a creature takes 22 (5d8) bludgeoning damage and 22 (5d8) radiant damage and is pushed up to 10 feet away from the yaojing. On a success, a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charlatan's Bane","desc":"The yaojing knows if it hears a lie, and it has advantage on Wisdom (Insight) checks to determine if a creature is attempting to deceive it."},{"name":"Magic Resistance","desc":"The yaojing has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The yaojing's weapon attacks are magical."},{"name":"Motion Blur","desc":"If the yaojing moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn."},{"name":"Innate Spellcasting","desc":"The yaojing's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no verbal or material components.\nAt will: detect evil and good, silence\n3/day each: beacon of hope, bestow curse\n1/day each: death ward, dispel evil and good"}],"spell_list":[],"page_no":377,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_yaojing/"},{"slug":"thursir-giant","desc":"_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._  \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item.  \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables.  \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property.  \nThursir stand nine feet tall and weigh 600 lb.","name":"Thursir Giant","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral evil (50%) lawful evil (50%)","armor_class":13,"armor_desc":"chain shirt","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":40},"strength":19,"dexterity":10,"constitution":18,"intelligence":13,"wisdom":15,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"athletics":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarven, Giant","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The giant makes two warhammer attacks."},{"name":"Warhammer","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d8"},{"name":"Rock","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d10"},{"name":"Runic Blood (3/day)","desc":"Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cast Iron Stomach","desc":"The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair."}],"spell_list":[],"page_no":227,"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_thursir-giant/"},{"slug":"owlharpy-tob1-2023","desc":"False","name":"Owl Harpy","size":"Medium","type":"monstrosity","subtype":"","group":"null","alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":80,"fly":20},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Performance":7,"Stealth":9},"damage_vulnerabilities":"thunder","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 12","languages":"Common, Abyssal, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The owl harpy makes two Claw attacks and two Talon attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage."},{"name":"Talon","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Sleeping Song","desc":"The owl harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or fall unconscious until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. An unconscious target wakes if it takes damage or if another creature uses an action to wake it. A target that successfully saves is immune to this harpy's song for the next 24 hours."},{"name":"Hovering Darkness (3/Day)","desc":"While flying, the owl harpy shakes a fine, magical dander from her wings, and a 15-foot radius of magical darkness extends out from her, moves with her, and spreads around corners. The darkness lasts as long as the owl harpy flies and maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hypersensitive Hearing","desc":"The owl harpy has advantage on Wisdom (Perception) checks that rely on hearing, and it can't use its blindsight while deafened."},{"name":"Quiet Wings","desc":"The owl harpy has advantage on Dexterity (Stealth) checks made to hide while flying."}],"spell_list":[],"page_no":230,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_owl-harpy/"},{"slug":"ahu-nixta","desc":"","name":"Ahu-Nixta","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"clockwork armor","hit_points":67,"hit_dice":"9d10+18","speed":{"fly":30,"swim":30,"walk":30},"strength":17,"dexterity":15,"constitution":14,"intelligence":19,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 13","languages":"Deep Speech, Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The ahu-nixta makes three melee attacks. It can cast one at will spell in place of two melee attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","name":"Whirring Blades"},{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","name":"Pronged Scepter"},{"attack_bonus":5,"damage_dice":"1d10+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.","name":"Bashing Rod"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahunixta exits it. Once out of its armor, the creature's pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone.\n\nWithout its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta's body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can't be used for combat. The ahu-nixta's extra appendages can open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor.\n\nThe ahu-nixta can exit or enter its clockwork armor as a bonus action.","name":"Clockwork Encasement"},{"desc":"The clockwork armor of the ahu-nixta is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.","name":"Immutable Form"},{"desc":"The ahu-nixta's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components.\nAt will: fear, fire bolt (2d10), telekinesis","name":"Innate Spellcasting"}],"spell_list":[],"page_no":11,"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_ahu-nixta/"},{"slug":"astral-snapper","desc":"","name":"Astral Snapper","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":78,"hit_dice":"12d8+24","speed":{"walk":40},"strength":12,"dexterity":15,"constitution":14,"intelligence":12,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"arcana":4,"deception":1,"perception":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The astral snapper makes two attacks with its claws. If both attacks hit the same target, the target must succeed on a DC 13 Wisdom saving throw or its wound becomes a rift to the Astral Plane. The astral snapper immediately passes through, closing the rift behind it. The target is then affected by the astral snapper's Astral Devour trait.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature hosting an astral snapper's astral form must make a DC 13 Wisdom saving throw each time it finishes a long rest. On a success, the astral snapper is ejected from the host and the Astral Plane into an unoccupied space in the Material Plane within 10 feet of the host and is stunned for 1 round. On a failure, the astral snapper consumes part of the host's internal organs, reducing the host's Constitution score by 1d4. The host dies if this reduces its Constitution to 0. The reduction lasts until the host finishes a long rest after the astral snapper has been expelled. If the host's Constitution score is reduced to 0, the astral snapper exits the host's body in the Material Plane by tearing its way out through the abdomen. The astral snapper becomes completely corporeal as it exits the host, stepping out of the host at its full size.\n\nFrom the time the astral snapper succeeds on the initial dive into the host through the Astral Plane until the moment it emerges from the host's abdomen, it can be seen by any creature that can see into the Astral Plane-its head buried in the host's back. The astral snapper has disadvantage on Wisdom (Perception) checks and is effectively stunned when in this position until it takes damage.","name":"Astral Devour"}],"spell_list":[],"page_no":43,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_astral-snapper/"},{"slug":"blood-zombie","desc":"","name":"Blood Zombie","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":10,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":20},"strength":16,"dexterity":6,"constitution":18,"intelligence":3,"wisdom":6,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 8","languages":"understands the languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. The zombie gains temporary hp equal to the necrotic damage taken.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A creature that touches the zombie or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage and the zombie gains temporary hp equal to that amount as it drains blood from the victim. If the zombie takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the zombie's next turn, although it retains any temporary hp it previously gained. It can add temporary hp gained from this trait to temporary hp gained from its slam attack. Its temporary hp can't exceed half its maximum hp.","name":"Blood Drain"},{"desc":"If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":282,"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_blood-zombie/"},{"slug":"chaos-spawn-goblin","desc":"","name":"Chaos-Spawn Goblin","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"psychic","damage_immunities":"","condition_immunities":"frightened","senses":"darkvision 60 ft., passive Perception 10","languages":"telepathy 120 ft.","challenge_rating":"1/2","cr":0.5,"actions":[{"desc":"The chaos-spawn goblin makes two attacks with its scimitar.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Scimitar"},{"desc":"The chaos-spawn goblin targets one creature that it can sense within 30 feet of it. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.","name":"Psychic Stab (Recharge 6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The chaos-spawn goblin can take the Disengage or Hide action as a bonus action on each of its turns.","name":"Nimble Escape"}],"spell_list":[],"page_no":190,"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_chaos-spawn-goblin/"},{"slug":"child-of-yggdrasil","desc":"","name":"Child of Yggdrasil","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"climb":20,"walk":20},"strength":16,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":18,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7,"stealth":3},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"acid, cold; bludgeoning from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The child of Yggdrasil makes three claw attacks.","name":"Multiattack"},{"desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 7 (2d6) acid damage.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As an action, the child of Yggdrasil destroys one nonmagical object that isn't being worn or carried, such as a rope, plank, candlestick, or even an entire bronze cauldron.","name":"Acid Touch"},{"desc":"The child of Yggdrasil has advantage on Dexterity (Stealth) checks made to hide in forest terrain.","name":"Forest Camouflage"},{"desc":"The child of Yggdrasil has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"}],"spell_list":[],"page_no":61,"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_child-of-yggdrasil/"},{"slug":"clacking-skeleton","desc":"","name":"Clacking Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"armor scraps","hit_points":45,"hit_dice":"10d8","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":11,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands all languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The clacking skeleton makes two attacks: one with its glaive and one with its gore or two with its shortbow.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d10+2","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.","name":"Glaive"},{"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":"Gore"},{"attack_bonus":3,"damage_dice":"1d6+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","name":"Shortbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Horrid Clacking"}],"spell_list":[],"page_no":319,"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_clacking-skeleton/"},{"slug":"darakhul-high-priestess","desc":"","name":"Darakhul High Priestess","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"half plate","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":16,"intelligence":12,"wisdom":18,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":null,"skills":{"deception":6,"insight":8,"religion":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Darakhul","challenge_rating":"9","cr":9.0,"actions":[{"desc":"The darakhul high priestess makes two claw attacks and one bite attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) necrotic damage and, if the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.","name":"Claw"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The darakhul high priestess can make three extra bite attacks on her turn as a bonus action. If any of these attacks miss, all attacks against her have advantage until the end of her next turn.","name":"Frenzy"},{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses her stench.","name":"Master of Disguise"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul high priestess using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul high priestess and any ghouls within 30 feet of her have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul high priestess is a 15th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: \nCantrips (at will): guidance, mending, resistance, sacred flame, spare the dying, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good, shield of faith\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon\n3rd level (3 slots): animate dead, bestow curse, protection from energy, spirit guardians\n4th level (3 slots): banishment, stone shape\n5th level (2 slot): contagion, insect plague\n6th level (1 slot): create undead\n7th level (1 slot): regenerate\n8th level (1 slot): antimagic field","name":"Spellcasting"}],"spell_list":[],"page_no":172,"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_darakhul-high-priestess/"},{"slug":"darakhul-shadowmancer","desc":"","name":"Darakhul Shadowmancer","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"15 with mage armor","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":13,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":1,"investigation":6,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d8+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","name":"Bite"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.","name":"Master of Disguise"},{"desc":"While in dim light or darkness, the darakhul shadowmancer can take the Hide action as a bonus action.","name":"Shadow Stealth"},{"desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul shadowmancer using this ability can't also benefit from Master of Disguise.","name":"Stench"},{"desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The darakhul shadowmancer and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"The darakhul shadowmancer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: \nCantrips (at will): acid splash, chill touch, mage hand, prestidigitation\n1st level (4 slots): mage armor, ray of sickness, silent image\n2nd level (3 slots): misty step, scorching ray, see invisibility\n3rd level (3 slots): animate dead, dispel magic, stinking cloud\n4th level (2 slots): arcane eye, black tentacles, confusion\n5th level (1 slot): teleportation circle","name":"Spellcasting"}],"spell_list":[],"page_no":173,"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_darakhul-shadowmancer/"},{"slug":"dark-eye","desc":"","name":"Dark Eye","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"breastplate","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":15,"intelligence":9,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common, Umbral","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The dark eye makes two attacks with its dagger.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 4 (1d8) cold damage.","name":"Dagger"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark eye has advantage on saving throws against being charmed or frightened.","name":"Dark Devotion"},{"desc":"When a creature that can see the dark eye's eye starts its turn within 30 feet of the dark eye, the dark eye can force it to make a DC 13 Wisdom saving throw if the dark eye isn't incapacitated and can see the creature. On a failure, the creature takes 7 (2d6) psychic damage and is incapacitated until the start of its next turn. On a success, the creature takes half the damage and isn't incapacitated.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dark eye until the start of its next turn, when it can avert its eyes again. If the creature looks at the dark eye in the meantime, it must immediately make the save.","name":"Gaze of Shadows"},{"desc":"While in sunlight, the dark eye has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-eye/"},{"slug":"dark-servant","desc":"","name":"Dark Servant","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"leather armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":13,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Umbral","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The dark servant makes two attacks with its sickle.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","name":"Sickle"},{"attack_bonus":3,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark servant has advantage on saving throws\nagainst being charmed or frightened.","name":"Dark Devotion"},{"desc":"Magical darkness doesn't impede the dark folk's darkvision.","name":"Darksight"},{"desc":"The dark servant has advantage on attack rolls against a creature if at least one of the dark servant's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the dark servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":72,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-servant/"},{"slug":"dark-voice","desc":"","name":"Dark Voice","size":"Medium","type":"Humanoid","subtype":"dark folk","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"chain mail","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":14,"dexterity":10,"constitution":15,"intelligence":11,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":7,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 13","languages":"Common, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The dark voice makes two attacks with its mace.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage.","name":"Mace"},{"attack_bonus":3,"damage_dice":"1d10","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 7 (2d6) cold damage.","name":"Heavy Crossbow"},{"desc":"The dark voice speaks in Umbral, whispering of what it sees beyond the dark. The area within 30 feet of the dark voice becomes dimly lit until the end of the dark voice's next turn. Only sunlight can illuminate the area brightly during this time. Each non-dark folk creature in the area must succeed on a DC 15 Charisma saving throw or take 13 (3d8) psychic damage and be frightened until the start of its next turn.","name":"Whispers of Shadow (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dark voice has advantage on saving throws against being charmed or frightened.","name":"Dark Devotion"},{"desc":"The dark voice regains 5 hp at the start of its turn if it is in an area of dim light or darkness. The dark voice only dies if it starts its turn with 0 hp and doesn't regenerate.","name":"Regeneration"},{"desc":"While in sunlight, the dark voice has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":73,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dark-voice/"},{"slug":"devil-bough","desc":"","name":"Devil Bough","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":10},"strength":18,"dexterity":10,"constitution":17,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"tremorsense 60 ft., passive Perception 13","languages":"Abyssal, Infernal, telepathy 120 ft.","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The devil bough makes one claw attack and one bite attack.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"3d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the devil bough can't make bite attacks against other targets.","name":"Bite"}],"bonus_actions":null,"reactions":[{"desc":"When a spell of 5th level or lower is cast within 100 feet of the devil bough, it attempts to synthesize the magic. The spell resolves as normal, but the devil bough has a 50% chance of regaining 5 (1d10) hp per level of the spell cast.","name":"Arcasynthesis"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The devil bough has advantage on attack rolls against any creature grappled by its bite attack.","name":"Grinding Maw"},{"desc":"The devil bough knows if a creature within 60 feet of it is evil-aligned or not.","name":"Like Calls to Like"}],"spell_list":[],"page_no":302,"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_devil-bough/"},{"slug":"devil-shark","desc":"","name":"Devil Shark","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"natural armor","hit_points":198,"hit_dice":"12d20+72","speed":{"swim":60,"walk":0},"strength":24,"dexterity":14,"constitution":22,"intelligence":14,"wisdom":20,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":11,"intelligence_save":null,"wisdom_save":10,"charisma_save":null,"perception":10,"skills":{"intimidation":7,"perception":10,"religion":7,"stealth":7,"survival":10},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 20","languages":"Aquan, Deep Speech, telepathy 120 ft.","challenge_rating":"13","cr":13.0,"actions":[{"attack_bonus":12,"damage_dice":"4d10+7","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) piercing damage and the target is grappled (escape DC 18).","name":"Bite"},{"desc":"The devil shark makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the devil shark, and it takes 21 (6d6) acid damage at the start of each of the devil shark's turns. A devil shark can have two Large, four Medium, or six Small creatures swallowed at a time. \n\nIf the devil shark takes 30 damage or more on a single turn from a swallowed creature, the devil shark must succeed on a DC 18 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the devil shark. If the devil shark dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.","name":"Swallow"},{"desc":"The devil shark exhales a 60-foot cone of supernaturally cold water. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a target takes 54 (12d8) cold damage and is pushed 20 feet away from the devil shark. On a success, a target takes half the damage but isn't pushed.","name":"Freezing Breath (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The devil shark has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"The devil shark has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The devil shark has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The devil shark can magically command any shark within 120 feet of it, using a limited telepathy. This command is limited to simple concepts such as “come here,” “defend me,” or “attack this target.”","name":"Shark Telepathy"},{"desc":"The devil shark can breathe only underwater.","name":"Water Breathing"}],"spell_list":[],"page_no":98,"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_devil-shark/"},{"slug":"dream-wraith","desc":"","name":"Dream Wraith","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":60,"hit_dice":"8d8+24","speed":{"fly":60,"hover":true,"walk":0},"strength":6,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"psychic","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.","name":"Sleep Touch"},{"desc":"The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.","name":"Steal Dreams"}],"bonus_actions":null,"reactions":[{"desc":"When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.","name":"Dreamer's Gaze"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.","name":"Create Wraith"},{"desc":"The dream wraith 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":"Incorporeal Movement"},{"desc":"While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":135,"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_dream-wraith/"},{"slug":"dust-goblin-chieftain","desc":"","name":"Dust Goblin Chieftain","size":"Small","type":"Humanoid","subtype":"goblinoid","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":3,"stealth":8,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin, and one ancient language","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","name":"Shortsword"},{"attack_bonus":6,"damage_dice":"1d8+4","desc":"Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Light Crossbow"}],"bonus_actions":null,"reactions":[{"desc":"The dust goblin chieftain adds 2 to its AC against one melee attack that would hit it. To do so, the chieftain must see the attacker and be wielding a melee weapon.","name":"Parry"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The dust goblin chieftain has advantage on saving throws against being charmed or frightened. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the detect thoughts spell, except it can only read surface thoughts and there is no limit to the duration. The dust goblin chieftain can end this effect as a bonus action or by using an action to change the target.","name":"Alien Mind"},{"desc":"On each of its turns, the dust goblin chieftain can use a bonus action to take the Dash, Disengage, or Hide action.","name":"Cunning Action"},{"desc":"The dust goblin chieftain deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dust goblin chieftain that isn't incapacitated and the chieftain doesn't have disadvantage on the attack roll.","name":"Sneak Attack (1/Turn)"},{"desc":"When the dust goblin chieftain attacks a creature from hiding, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","name":"Twisted"}],"spell_list":[],"page_no":136,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_dust-goblin-chieftain/"},{"slug":"execrable-shrub","desc":"","name":"Execrable Shrub","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":40,"hit_dice":"9d8","speed":{"burrow":10,"walk":10},"strength":12,"dexterity":14,"constitution":10,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing, poison","damage_immunities":"fire","condition_immunities":"poisoned","senses":"tremorsense 60 ft., passive Perception 14","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) fire damage.","name":"Burning Slash"},{"desc":"The execrable shrub releases a billowing cloud of smoke in a 10-foot-radius that lasts for 1 minute and moves with the shrub. The area affected by the smoke is heavily obscured.","name":"Smolder (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Whenever a creature is reduced to 0 hp within 60 feet of the execrable shrub, the shrub regains 5 (1d10) hp.","name":"Healed by Blood"},{"desc":"The execrable shrub knows if a creature within 60 feet of it is evil-aligned or not.","name":"Like Calls to Like"},{"desc":"Using telepathy, the execrable shrub can magically communicate with any other evil-aligned creature within 100 feet of it. This communication is primarily through images and emotions rather than actual words.","name":"Limited Telepathy"}],"spell_list":[],"page_no":304,"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_execrable-shrub/"},{"slug":"fang-of-the-great-wolf","desc":"","name":"Fang of the Great Wolf","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":50},"strength":16,"dexterity":13,"constitution":13,"intelligence":9,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"insight":3,"perception":5,"religion":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Goblin, Worg","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"3d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) if the worg isn't already grapping a creature. Until this grapple ends, the target is restrained and the worg can't bite another target.","name":"Bite"},{"desc":"The fang of the Great Wolf grows in size. This works like the enlarge/reduce spell, except the worg can only enlarge and it lasts for 1 minute. While enlarged, the fang of the Great Wolf gains the following action:\nSwallow. The worg makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the worg, and it takes 10 (3d6) acid damage at the start of each of the worg's turns. The worg can have only one creature swallowed at a time. \n\nIf the worg takes 10 damage or more on a single turn from the swallowed creature, the worg must succeed on a DC 11 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the worg. The creature is automatically regurgitated when the worg is no longer enlarged. If the worg dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","name":"Might of the Great Wolf (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.","name":"Keen Hearing and Smell"}],"spell_list":[],"page_no":384,"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_fang-of-the-great-wolf/"},{"slug":"fear-liath","desc":"","name":"Fear Liath","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":33,"hit_dice":"6d10","speed":{"walk":40},"strength":17,"dexterity":15,"constitution":10,"intelligence":8,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"any languages it knew in life","challenge_rating":"2","cr":2.0,"actions":[{"attack_bonus":5,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Slam"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If remove curse is cast upon a fear liath, it is instantly destroyed. In addition, if the fear liath kills a humanoid creature, the fear liath is destroyed and the humanoid it killed rises as a fear liath in 1d4 hours. If remove curse is cast upon the cursed humanoid before it becomes a fear liath, the curse is broken.","name":"Gray Curse"},{"desc":"The fear liath becomes incorporeal and appears as a dark gray shadow while any living creature looks directly at it. While incorporeal, it 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. While incorporeal, it also gains resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. The fear liath has no control over this trait.\n\nUnless surprised, a creature can avert its eyes to avoid looking directly at the fear liath at the start of its turn. If the creature does so, it can't see the fear liath until the start of its next turn, when it can avert its eyes again. If a creature looks at the fear liath, the fear liath becomes incorporeal.","name":"Unwatchable"}],"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_fear-liath/"},{"slug":"fierstjerren","desc":"","name":"Fierstjerren","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"studded leather","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":11,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, unconscious","senses":"passive Perception 13","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The fierstjerren makes two sword attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","name":"Sword"},{"desc":"The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn.","name":"Terrifying Glare"},{"desc":"The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control.","name":"Thrall Enslavement"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage.","name":"Apotheosis"},{"desc":"A fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it.","name":"Thrall Watch"}],"spell_list":[],"page_no":157,"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_fierstjerren/"},{"slug":"flesh-reaver","desc":"","name":"Flesh Reaver","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":null,"hit_points":19,"hit_dice":"3d8+6","speed":{"walk":40},"strength":14,"dexterity":14,"constitution":14,"intelligence":5,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 12","languages":"understands Common and Darakhul but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one prone creature. Hit: 4 (1d4 + 2) piercing damage, and the creature must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.","name":"Consume Flesh"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The flesh reaver has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"If the flesh reaver moves at least 15 feet, it can jump up to 20 feet in any direction. If it lands within 5 feet of a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the flesh reaver can make one Consume Flesh attack against it as a bonus action.","name":"Leap"},{"desc":"The flesh reaver has advantage on attack rolls against a creature if at least one of the flesh reaver's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"}],"spell_list":[],"page_no":160,"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_flesh-reaver/"},{"slug":"ghast-of-leng","desc":"","name":"Ghast of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d10+34","speed":{"walk":40},"strength":15,"dexterity":17,"constitution":14,"intelligence":4,"wisdom":9,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"radiant","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Void Speech","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"1d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","name":"Bite"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp.","name":"Blood Frenzy"},{"desc":"The ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"The ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Sunlight Hypersensitivity"}],"spell_list":[],"page_no":168,"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_ghast-of-leng/"},{"slug":"ghost-dwarf","desc":"","name":"Ghost Dwarf","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":81,"hit_dice":"18d8","speed":{"fly":40,"hover":true,"walk":30},"strength":4,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"any languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown.","name":"Ghostly Axe"},{"attack_bonus":5,"damage_dice":"4d8","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp 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 hp maximum to 0.","name":"Hand of the Grave"},{"desc":"The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 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.","name":"Prayers Unanswered (Recharge 5-6)"},{"desc":"The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Ghoul, Darakhul Though all darakhul acknowledge dark gods, the priestess holds a closer link than most-always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast.","name":"Etherealness"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead.","name":"Aura of Defiance"},{"desc":"The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The ghost dwarf 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":"Incorporeal Movement"},{"desc":"While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":171,"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_ghost-dwarf/"},{"slug":"ghoulsteed","desc":"","name":"Ghoulsteed","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Darakhul","challenge_rating":"3","cr":3.0,"actions":[{"desc":"A ghoulsteed makes two bite attacks.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the ghoulsteed gains 5 (1d10) temporary hp. These temporary hp stack with each other, but the ghoulsteed can only have a maximum of 10 temporary hp at one time.","name":"Bite"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghoulsteed can make one bite attack against it as a bonus action.","name":"Pounce"},{"desc":"When the ghoulsteed uses the Dash action, it can Dash again as a bonus action.","name":"Sprint (3/Day)"},{"desc":"If damage reduces the ghoulsteed to 0 hp, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ghoulsteed drops to 1 hp instead.","name":"Undead Fortitude"}],"spell_list":[],"page_no":177,"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_ghoulsteed/"},{"slug":"giant-albino-bat","desc":"","name":"Giant Albino Bat","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d12+18","speed":{"fly":80,"walk":10},"strength":19,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 11","languages":"Abyssal, understands Common but can't speak it","challenge_rating":"3","cr":3.0,"actions":[{"desc":"The bat makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d4+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bat can't use its claws against another target.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The bat can't use its blindsight while deafened.","name":"Echolocation"},{"desc":"The bat has advantage on Wisdom (Perception) checks that rely on hearing.","name":"Keen Hearing"}],"spell_list":[],"page_no":50,"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_giant-albino-bat/"},{"slug":"grave-behemoth","desc":"","name":"Grave Behemoth","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":9,"armor_desc":null,"hit_points":210,"hit_dice":"20d12+80","speed":{"walk":40},"strength":22,"dexterity":8,"constitution":19,"intelligence":13,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"-","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The grave behemoth makes two slam attacks.","name":"Multiattack"},{"attack_bonus":10,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","name":"Slam"},{"attack_bonus":10,"damage_dice":"3d12+6","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage plus 14 (4d6) necrotic damage.","name":"Gorge"},{"desc":"The grave behemoth vomits putrid flesh and 5 (2d4) zombies in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a target takes 38 (11d6) necrotic damage and is covered in rotting slime for 1 minute. On a success, a target takes half the necrotic damage and isn't covered in slime. A creature, including the target, can take an action to clean off the slime. Zombies under the grave behemoth's control have advantage on attack rolls against creatures covered in a grave behemoth's slime.","name":"Hurl Flesh (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The behemoth starts with two arms and two legs. If it loses one arm, it can't multiattack. If it loses both arms, it can't slam. If it loses one leg, its speed is halved. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.","name":"Fleshbag"},{"desc":"At the end of any turn in which the behemoth took at least 30 damage, roll a d8. On a 1, it loses an arm. On a 2, it loses a leg. In addition, 2 (1d4) zombies fall prone in unoccupied spaces within 10 feet of the behemoth, spilling from the wound.","name":"Flesh Wound"},{"desc":"The grave behemoth and any zombies within 30 feet of it have advantage on saving throws against effects that turn undead.","name":"Turning Defiance"},{"desc":"Zombies created by a grave behemoth's Flesh Wound and Hurl Flesh share a telepathic link with it, are under its control, are immune to necrotic damage, and act immediately and on the grave behemoth's initiative.","name":"Zombie Keeper"}],"spell_list":[],"page_no":208,"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_grave-behemoth/"},{"slug":"gumienniki","desc":"","name":"Gumienniki","size":"Small","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"5d6+5","speed":{"walk":30},"strength":12,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":10,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"Abyssal, Common, Infernal","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"1d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and 7 (2d6) fire damage.","name":"Flaming Hand Scythe"},{"desc":"The gumienniki flashes its glowing eyes, illuminating a 15-foot cone. Each creature in that area that can see the gumienniki must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.","name":"Fiendish Blink (1/Day)"}],"bonus_actions":null,"reactions":[{"desc":"When the gumienniki is missed by an attack, it can taunt the attacker. The attacking creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or saving throw.","name":"Taunting Cackle"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the gumienniki can change its form into a Tiny housecat, or back into its true form. Its statistics, other than its size, are the same in each form except it loses its flaming hand scythe attack when in cat form.","name":"Shapechanger"},{"desc":"The gumienniki's speed is doubled when traveling over grassy areas or through planted crops.","name":"Through Grass and Sheaves"}],"spell_list":[],"page_no":213,"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_gumienniki/"},{"slug":"hound-of-tindalos","desc":"","name":"Hound of Tindalos","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":40},"strength":18,"dexterity":22,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"acrobatics":9,"perception":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"cold, psychic, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120 ft., passive Perception 16","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The hound of Tindalos makes two claw attacks and one bite attack. It can make one tongue attack in place of its two claw attacks.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"3d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","name":"Claw"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 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. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Tongue"},{"desc":"The hound can transport itself to a different plane of existence. This works like the plane shift spell, except the hound can only affect itself, not other creatures, and can't use it to banish an unwilling creature to another plane.","name":"Hunter of the Lost"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The hound of Tindalos may only enter the Material Plane at a sharp intersection of surfaces. As a bonus action, the hound can teleport from one location to another within sight of the first, provided it travels from one sharp corner to another.","name":"Entrance by Corners"},{"desc":"The hound of Tindalos has advantage on Wisdom (Perception) checks that rely smell.","name":"Keen Smell"},{"desc":"The hound of Tindalos has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"If the hound of Tindalos moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hound of Tindalos can make one tongue attack against it as a bonus action.","name":"Pounce"},{"desc":"The hound of Tindalos has advantage on ability checks and saving throws made to escape a grapple.","name":"Slippery"}],"spell_list":[],"page_no":221,"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_hound-of-tindalos/"},{"slug":"incinis","desc":"","name":"Incinis","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"walk":40},"strength":12,"dexterity":20,"constitution":18,"intelligence":10,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Ignan","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The incinis makes two magma fist attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.","name":"Magma Fist"},{"desc":"The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.","name":"Wave of Magma (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.","name":"Magma Form"}],"spell_list":[],"page_no":226,"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_incinis/"},{"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":"kryt","desc":"","name":"Kryt","size":"Medium","type":"Humanoid","subtype":"kryt","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":25},"strength":20,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":18,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 60 ft., passive Perception 17","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The kryt makes three attacks: one with its bite and two with its quarterstaff.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage","name":"Bite"},{"attack_bonus":8,"damage_dice":"1d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage if used with two hands.","name":"Quarterstaff"}],"bonus_actions":null,"reactions":[{"desc":"When a kryt is attacked by a creature it can see within 30 feet of it, the kryt can haunt the creature with a vision of the creature's death. The haunted creature has disadvantage on its next attack roll. Undead creatures and creatures that are unable to be killed are immune to this reaction.","name":"Haunting Vision"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kryt can hold its breath for 15 minutes.","name":"Hold Breath"},{"desc":"The kryt catches a glimpse of the immediate future and gains advantage on one attack roll or one saving throw.","name":"Prophetic Vision (1/Turn)"}],"spell_list":[],"page_no":243,"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_kryt/"}]}