{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-condition_immunities&page=17","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-condition_immunities&page=15","results":[{"slug":"swarm-of-quippers","desc":"","name":"Swarm of Quippers","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":28,"hit_dice":"8d8-8","speed":{"walk":0,"swim":40},"strength":13,"dexterity":16,"constitution":9,"intelligence":1,"wisdom":7,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 8","languages":"","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."},{"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 quipper. The swarm can't regain hit points or gain temporary hit points."},{"name":"Water Breathing","desc":"The swarm can breathe only underwater."}],"spell_list":[],"page_no":390,"environments":["Underwater","Sewer","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-quippers/"},{"slug":"swarm-of-rats","desc":"","name":"Swarm of Rats","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":24,"hit_dice":"7d8-7","speed":{"walk":30},"strength":9,"dexterity":11,"constitution":9,"intelligence":2,"wisdom":10,"charisma":3,"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, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":2,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"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 rat. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":390,"environments":["Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-rats/"},{"slug":"swarm-of-ravens","desc":"","name":"Swarm of Ravens","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":24,"hit_dice":"7d8-7","speed":{"walk":10,"fly":50},"strength":6,"dexterity":14,"constitution":8,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 15","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Beaks","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":4,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Hill","Urban","Swamp","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-ravens/"},{"slug":"swarm-of-wasps","desc":"","name":"Swarm of Wasps","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":22,"hit_dice":"5d8","speed":{"walk":5,"fly":30},"strength":3,"dexterity":13,"constitution":10,"intelligence":1,"wisdom":7,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":391,"environments":["Any","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-wasps/"},{"slug":"giant-flea-swarm","desc":"","name":"Giant Flea Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30,"climb":20},"strength":13,"dexterity":14,"constitution":14,"intelligence":2,"wisdom":10,"charisma":2,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 60', passive Perception 10","languages":"–","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage or 7 (2d6) piercing damage if the swarm has half its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Sense","desc":"The giant flea can pinpoint by scent the location of creatures that have blood within 60' of it."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Ravenous","desc":"When a creature that doesn't have all of its hp starts its turn in the swarm's space that creature must make DC 12 Dex save or lose 5 (2d4) hp from blood loss."},{"name":"Standing Leap","desc":"The swarm's long jump is up to 30' and its high jump is up to 15 feet with or with o a running start."},{"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 flea. The swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":197,"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_giant-flea-swarm/"},{"slug":"imperator-penguin-swarm","desc":"","name":"Imperator, Penguin Swarm","size":"Huge","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural","hit_points":114,"hit_dice":"12d12+36","speed":{"walk":20,"swim":40},"strength":15,"dexterity":10,"constitution":16,"intelligence":4,"wisdom":14,"charisma":12,"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":"bludgeoning, cold, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 12","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Beaks","desc":"Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 21 (6d6) piercing damage or 10 (3d6) if the swarm has half its hp or fewer."},{"name":"Toboggan Charge (Recharge 5-6)","desc":"The swarm moves up to 20' in a straight line over ice or snow and can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move that creature must make a DC 14 Str save. On a failure a creature takes 10 (3d6) bludgeoning damage and 10 (3d6) piercing damage and is knocked prone. On a success a creature takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"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 Med penguin. The swarm can't regain hp or gain temp hp."},{"name":"Tobogganing Tide","desc":"The swarm can move at double its walking speed over ice and snow."}],"spell_list":[],"page_no":242,"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_imperator-penguin-swarm/"},{"slug":"meerkats-swarm","desc":"","name":"Meerkats, Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"burrow":10},"strength":9,"dexterity":14,"constitution":10,"intelligence":2,"wisdom":10,"charisma":4,"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":"bludgeoning, piercing, poison, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 10 (4d4) piercing damage or 5 (2d4) piercing damage if swarm has half of its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corral","desc":"A creature in the swarm's space must make DC 12 Dex save to leave its space. The creature has advantage on its save if the swarm has half of its hp or fewer."},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."},{"name":"Snake Hunter","desc":"Has advantage on saves vs. being poisoned."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny meerkat. Swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":268,"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_meerkats-swarm/"},{"slug":"swarm-biting-gnat","desc":"","name":"Swarm, Biting Gnat","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":16,"hit_dice":"3d8+3","speed":{"walk":10,"climb":10,"fly":30},"strength":2,"dexterity":17,"constitution":12,"intelligence":1,"wisdom":10,"charisma":1,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit 0' 1 tgt in the swarm's space. 5 (2d4) piercing damage or 2 (1d4) piercing damage if the swarm has half its hp or fewer. The target must make DC 11 Con save or become blinded for 1 min. The target can re-save at end of each of its turns success ends effect on itself. Alternatively target can use action to clear its eyes of the insects ending effect."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Sense","desc":"Can pinpoint by scent the location of warm-blooded creatures within 20' of it."},{"name":"Distracting Buzz","desc":"A creature that is not deafened and starts its turn in a space occupied by a swarm of biting gnats must make DC 10 Wis save or become distracted by the droning of the gnats' wings. A distracted creature has disadvantage on attack rolls and ability checks that use Int Wis or Cha for 1 min. A creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful the creature is immune to the swarm's Distracting Buzz for the next 10 min."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny beast. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":360,"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_swarm-biting-gnat/"},{"slug":"swarm-ice-borers","desc":"","name":"Swarm, Ice Borers","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":40,"hit_dice":"9d8","speed":{"walk":10,"climb":10,"fly":30},"strength":7,"dexterity":15,"constitution":10,"intelligence":3,"wisdom":10,"charisma":3,"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":"bludgeoning, piercing, slashing","damage_immunities":"cold","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Impale","desc":"Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 7 (2d6) piercing damage + 9 (2d8) cold or 3 (1d6) piercing damage + 4 (1d8) cold if the swarm has half its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from cluster of icicles. This trait doesn't function if swarm has damaged a creature with blood within the past 2 hrs."},{"name":"Frigid Mass","desc":"A creature that starts its turn in the swarm's space takes 4 (1d8) cold."},{"name":"Heatsense","desc":"The swarm can pinpoint the location of creatures emitting heat such as warm-blooded Beasts and Humanoids within 30' of it."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":362,"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_swarm-ice-borers/"},{"slug":"swarm-vampire-blossom","desc":"","name":"Swarm, Vampire Blossom","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":82,"hit_dice":"11d10+22","speed":{"walk":20,"fly":10},"strength":3,"dexterity":19,"constitution":14,"intelligence":3,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"psychic","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 12","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Petal Slashes","desc":"Melee Weapon Attack: +6 to hit, 0 ft., one creature, in the swarm's space. 18 (4d8) slashing damage or 9 (2d8) slashing damage if the swarm has half its hp or fewer. Target must make a DC 13 Con save reducing its hp max by an amount equal to damage taken on a failed save or by half as much if made. This reduction lasts until creature finishes a long rest. Target dies if this reduces its hp max to 0."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"Has advantage on melee attack rolls vs. any creature that doesn't have all its hp."},{"name":"Blood Sense","desc":"Can pinpoint by scent location of creatures that aren't constructs or undead within 30' of it. Swarm is otherwise blind."},{"name":"False Appearance","desc":"While motionless indistinguishable from carpet of flower petals."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny plant. Swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":364,"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_swarm-vampire-blossom/"},{"slug":"leech-swarm","desc":"In swampy areas where food is plentiful, leeches gather together in swarms numbering in the hundreds to hunt prey. When their food supply is diminished, the leeches often turn on each other, effectively destroying the swarm. The scent of blood attracts leech swarms, and they easily locate warm-blooded prey. Victims who move out of a leech swarm are not safe, as several leeches remain attached and continue to drain blood until they are removed. These hangers-on are adept at locating hard-to-reach places on their prey as they wriggle into gaps in armor or crawl into boots. Their victims must spend extra time to locate and remove them.","name":"Leech Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":32,"hit_dice":"5d8+10","speed":{"walk":10,"swim":40},"strength":5,"dexterity":16,"constitution":15,"intelligence":2,"wisdom":13,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 13","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer. If the target is a creature other than a construct or an undead, it must succeed on a DC 13 Dexterity saving throw or lose 2 (1d4) hp at the start of each of its turns as leeches attach to it and drain its blood. Any creature can take an action to find and remove the leeches with a successful DC 13 Wisdom (Perception) check. The leeches also detach if the target takes fire damage.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The leech swarm has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Blood Sense","desc":"The leech swarm can pinpoint, by scent, the location of creatures that aren't undead or constructs within 30 feet of it."},{"name":"Swarm","desc":"The leech swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny leech. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":396,"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_leech-swarm/"},{"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":"nyctli-swarm","desc":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers._  \n**Lurking Terrors.** Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom.  \n**Hag-Born Horrors.** The first nyctli were born from the boils of Open Game License","name":"Nyctli Swarm","size":"Large","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":null,"hit_points":110,"hit_dice":"20d10","speed":{"fly":40,"hover":true,"walk":10},"strength":10,"dexterity":18,"constitution":10,"intelligence":6,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Stingers","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 16 Constitution saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"6d6"},{"name":"Douse Light","desc":"As the nyctli, except the swarm can't dispel light created by a spell of 6th level or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny nyctli. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting (1/Day)","desc":"The nyctli swarm can innately cast fear, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":271,"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_nyctli-swarm/"},{"slug":"pestilence-swarm","desc":"These flying insects are coated in a thick layer of dust and cover the walls, ceiling and floor of a room, completely motionless in the dark. The stray light from a lantern falls one of them, awakening the swarm, which takes to the air in an angry fury._  \n**Awakened by Light.** The pestilence swarm is a massive group of tiny flying insects resembling enormous, fat houseflies. The smell of carrion often lures them underground or into shallow caves, though they also dig burrows. As long as they are in darkness, they are immobile, appearing almost dead. When hit by light, however, they awake and swarm any creatures in the area.  \n**Destroyer of Crops.** Although fortunately rare, when a cloud of these insects descends on a field, it takes mere hours for them to completely devour everything that might have been worth harvesting. They eat fruits, grains, and even the livestock, leaving a decimated field in their wake.  \n**Bringer of Plagues.** Pestilence swarms often carry and transmit disease as they move from area to area. They descend on populated areas, eat any food that is left out, bite the people who live there, and eventually move to the next area. Diseases from one area spread to another, festering in the bite wounds left by the swarm. The suffering they bring to small villages and towns is legendary.","name":"Pestilence Swarm","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"fly":30,"walk":10,"hover":true},"strength":7,"dexterity":16,"constitution":13,"intelligence":1,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Diseased Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hp or fewer. The creature must succeed on a DC 11 Constitution saving throw or contract sewer plague. It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hp from spending Hit Dice and no hp from finishing a long rest. At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. On a successful save, the creature's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.","attack_bonus":5,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dormant in Darkness","desc":"The pestilence swarm appears dead in darkness and remains in a passive state until touched by light. When at least one insect in the swarm sees light, the entire swarm becomes active and attacks anything that moves. Once active, a swarm in complete darkness that isn't taking damage returns to its dormant state after 1 minute. The swarm poses no threat to creatures passing near it in complete darkness."},{"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 beast. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":294,"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_pestilence-swarm/"},{"slug":"swarm-of-esteron","desc":"Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter.  \nEsteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.","name":"Swarm of Esteron","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":54,"hit_dice":"12d8","speed":{"swim":30,"fly":30,"walk":10},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":5,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The swarm can breathe air and water."},{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"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 esteron. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":400,"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_swarm-of-esteron/"},{"slug":"swarm-of-khalkos-spawn-a5e","desc":"","name":"Swarm of Khalkos Spawn","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30,"fly":30},"strength":6,"dexterity":16,"constitution":14,"intelligence":18,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":5,"wisdom_save":4,"charisma_save":3,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"fire, psychic, radiant; bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 12","languages":"telepathy 120 ft.","challenge_rating":"2","cr":2.0,"actions":[{"name":"Sting","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4+3) piercing damage plus 14 (4d6) poison damage  or 8 (2d4+3) piercing damage plus 7 (2d6) poison damage if the swarm is bloodied."},{"name":"Chaos Pheromones","desc":"The swarm emits a cloud of pheromones in the air in a 10-foot-radius. The cloud spreads around corners. Each non-khalkos creature in the area makes a DC 12 Intelligence saving throw. On a failure  the creature is confused for 1 minute. It repeats the saving throw at the end of each of its turns  ending the effect on itself on a success. If the creature makes its saving throw or the condition ends for it  it is immune to the chaos pheromones of khalkos spawn for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[],"spell_list":[],"page_no":295,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-khalkos-spawn/"},{"slug":"deathbutterflyswarm-tob1-2023","desc":"False","name":"Death Butterfly Swarm","size":"Large","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"11d10","speed":{"walk":40,"fly":5},"strength":1,"dexterity":14,"constitution":10,"intelligence":1,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"cold, fire","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 12 Constitution saving throw. On a failure, it takes 10 (3d6) poison damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn't poisoned."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Potent Poison","desc":"Undead with resistance or immunity to poison damage or the poisoned condition can be affected by the swarm's poison."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp."},{"name":"Weight of Wings","desc":"A creature that starts its turn in the swarm's space has its speed halved and must succeed on a DC 12 Dexterity saving throw or become blinded. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours."}],"spell_list":[],"page_no":70,"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_death-butterfly-swarm/"},{"slug":"greaterdeathbutterflyswarm-tob1-2023","desc":"False","name":"Greater Death Butterfly Swarm","size":"Huge","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":84,"hit_dice":"13d12","speed":{"walk":40,"fly":5},"strength":1,"dexterity":18,"constitution":10,"intelligence":1,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"cold, fire","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The swarm makes two Bites attacks."},{"name":"Bites","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hp or fewer. The target must make a DC 15 Constitution saving throw. On a failure, it takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, it takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Potent Poison","desc":"Undead with resistance or immunity to poison damage or the poisoned condition can be affected by the swarm's poison."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp."},{"name":"Weight of Wings","desc":"A creature that starts its turn in the swarm's space has its speed halved and must succeed on a DC 15 Dexterity saving throw or become blinded. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours."}],"spell_list":[],"page_no":70,"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_greater-death-butterfly-swarm/"},{"slug":"plaresh","desc":"","name":"Plaresh","size":"Medium","type":"Fiend","subtype":"demon","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":30,"hit_dice":"4d8+12","speed":{"burrow":30,"swim":30,"walk":30},"strength":2,"dexterity":17,"constitution":16,"intelligence":6,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, slashing, and piercing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., passive Perception 11","languages":"understands Abyssal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":5,"damage_dice":"4d6","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the target is wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed.","name":"Bites"},{"desc":"The plaresh targets one dead humanoid in its space. The body is destroyed, and a new plaresh rises from the corpse. The newly created plaresh is free-willed but usually joins its creator.","name":"Infest Corpse (Recharges after a Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The plaresh can burrow through harder substances such as wood, stone, or even metal. While doing so its burrow speed is reduced to half, and it creates a cluster of bore holes that leaves the material porous and weak. The material has -5 to its AC and half the usual hp.","name":"Grinding Maws"},{"desc":"The plaresh has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The plaresh can occupy another creature's space and vice versa, and the plaresh can move through any opening large enough for a Tiny worm. The plaresh can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":89,"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_plaresh/"},{"slug":"blood-flurry","desc":"","name":"Blood Flurry","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":144,"hit_dice":"17d8+68","speed":{"walk":15,"fly":40},"strength":5,"dexterity":21,"constitution":18,"intelligence":6,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold; B/P/S","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60', passive Perception 11","languages":"understands Primordial but can't speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Free Bleeding Cuts attacks."},{"name":"Free Bleeding Cuts","desc":"Melee Weapon Attack: +9 to hit 0' 1 tgt in the swarm's space. 27 (6d8) slashing damage or 13 (3d8) slashing damage if flurry has half of its hp or fewer. If target is a creature other than an Undead or a Construct: DC 16 Con save or lose 13 (3d8) hp at start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with successful DC 12 Wis (Medicine) check. Wound also closes if target receives magical healing."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Sense","desc":"Can pinpoint by scent the location of creatures that aren't Undead or Constructs within 30' of it."},{"name":"False Appearance","desc":"While motionless indistinguishable from collection of snowflakes whether resting on the ground or carried by natural winds. It loses this trait if it has consumed blood in the last 24 hrs. "},{"name":"Rust Vulnerability","desc":"The large amount of iron in its diet makes it susceptible to effects that harm ferrous metal such as the rust monster's Antennae."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and flurry can move through any opening large enough for a Tiny crystalline Aberration. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":63,"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_blood-flurry/"},{"slug":"musk-deer-swarm","desc":"","name":"Musk Deer, Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":2,"wisdom":14,"charisma":7,"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":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"passive Perception 12","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 18 (4d8) piercing damage or 9 (2d8) piercing damage if the swarm has half its hp or fewer."}],"bonus_actions":[{"name":"Musk (Recharge: Short/Long Rest)","desc":"As musk deer but save DC 12."},{"name":"Sprinter","desc":"Takes the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and the swarm can move through any opening large enough for a Tiny deer. Swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":282,"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_musk-deer-swarm/"},{"slug":"swarm-swamp-slirghs","desc":"","name":"Swarm, Swamp Slirghs","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":10,"armor_desc":"","hit_points":66,"hit_dice":"12d10","speed":{"walk":30,"swim":40},"strength":17,"dexterity":11,"constitution":10,"intelligence":7,"wisdom":15,"charisma":3,"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":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"Aquan, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage + 9 (2d8) poison or 7 (2d6) piercing damage + 4 (1d8) poison if the swarm has half its hp or fewer."},{"name":"Spit Swamp Sludge","desc":"Ranged Weapon Attack: +5 to hit 20/60' one target 18 (4d8) poison or 9 (2d8) poison if the swarm has half its hp or fewer."},{"name":"Soggy Relocation (Recharge 5-6)","desc":"While at least one creature is in swarm's space swarm uses Puddle Jump attempting to pull one creature along for the ride. Target magically teleported with swarm to swarm's destination (DC 13 Str negates)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Puddle Jump","desc":"Once on its turn can use 10 ft. of its move to step magically through body of water within reach and emerge from 2nd body of water within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd. If in Huge or larger body of water can teleport to another location within same body of water."},{"name":"Stench","desc":"Any creature that starts its turn within 5 ft. of swarm: poisoned until start of its next turn. (DC 12 Con negates and creature immune to swarm's Stench for 24 hrs)."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":363,"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_swarm-swamp-slirghs/"},{"slug":"gearforged-templar","desc":"_The bronze and mithral figure advances with heavy movements. Its eye lenses glare dark blue, and gears click when it swings its glaive._  \nAn intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the champion is a paragon among them.  \n**Tireless Defender.** The gearforged templar is relentless in pursuit of its duty. More so then other gearforged, the champion’s mindset becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility.  \n**Constructed Nature.** The gearforged templar doesn’t require food, drink, air, or sleep.","name":"Gearforged Templar","size":"Medium","type":"Humanoid","subtype":"gearforged","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"plate armor","hit_points":71,"hit_dice":"11d8+22","speed":{"walk":30},"strength":20,"dexterity":9,"constitution":15,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":2,"constitution_save":5,"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":"poison","condition_immunities":"charmed, frightened, exhaustion, poisoned","senses":"passive Perception 13","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The gearforged templar makes three attacks with its glaive."},{"name":"Glaive","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d10"},{"name":"Javelin","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Whirlwind (recharge 5-6)","desc":"The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Defensive Zone","desc":"The gearforged templar can make an opportunity attack when a creature enters its reach."},{"name":"Onslaught","desc":"As a bonus action, the gearforged can make a Shove attack."}],"spell_list":[],"page_no":210,"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_gearforged-templar/"},{"slug":"equitox","desc":"","name":"Equitox","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":20,"intelligence":14,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, exhaustion, poisoned","senses":"darkvision 60', truesight 30', passive Perception 16","languages":"Abyssal, Celestial, Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Gores. If it hits one creature with both target: DC 18 Con save or contract gullylung fever disease (see above)."},{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) piercing damage + 10 (3d6) necrotic."},{"name":"Evaporation Wave (Recharge 6)","desc":"Exhales hot dry breath in a 60' cone. Each creature in the area that isn't a Construct or Undead: 22 (5d8) fire and 22 (5d8) necrotic (DC 18 Con half). In addition any water in the area that isn't being worn or carried evaporates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Teleport","desc":"With items it has up to 60' to unoccupied space it can see."},{"name":"Withering Gaze (2)","desc":"Locks eyes with one creature within 60' that can see it. Target: DC 18 Wis or stunned by thirst until end of its next turn."},{"name":"Gore (2)","desc":"Makes one Gore attack."}],"special_abilities":[{"name":"Befouling Aura","desc":"At each of its turns' start all within 30': disadvantage on next attack/ability check as moisture within it is diseased (DC 18 Con negates). If creature spends 1+ min in equitox's aura or drinks water within aura: contract gullylung fever disease (below; DC 18 Con negates). Creatures immune to poisoned are immune to this."},{"name":"Gullylung Fever","desc":"Creature infected with this disease manifests symptoms 1d4 days after infection: difficulty breathing dehydration and water-themed nightmares. Until cured at end of each long rest infected creature must make DC 18 Con save or its Str score is reduced by 1d4. Reduction lasts until creature finishes long rest after disease is cured. If disease reduces creature's Str to 0 creature dies. A creature that succeeds on two saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":171,"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_equitox/"},{"slug":"dullahan","desc":"_The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head._  \nThough it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.  \n**Harbingers of Death.** Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire.  \n**Relentless Nature.** The dullahan doesn’t require food, drink, or sleep.","name":"Dullahan","size":"Large","type":"Fey","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":60},"strength":19,"dexterity":18,"constitution":20,"intelligence":13,"wisdom":15,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"intimidation":7,"perception":6,"persuasion":7,"survival":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"charmed, frightened, exhaustion","senses":"blindsight 60 ft., passive Perception 16","languages":"Common, Elvish, Sylvan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dullahan makes two attacks with its spine whip."},{"name":"Spine Whip","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Seal the Doom","desc":"The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours."}],"bonus_actions":null,"reactions":[{"name":"Interposing Glare","desc":"When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Baleful Glare","desc":"When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless 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 dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save."},{"name":"Deathly Doom (1/Day)","desc":"As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane."},{"name":"Innate Spellcasting","desc":"the dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:\n\nat will: bane, chill touch, hex, knock\n\n3/day each: false life, see invisibility\n\n1/day: blight"},{"name":"Relentless Advance","desc":"The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces."}],"spell_list":[],"page_no":161,"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_dullahan/"},{"slug":"woe-siphon","desc":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","name":"Woe Siphon","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened, exhaustion","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Cause Despair","desc":"The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."},{"name":"Invisibility","desc":"The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Sentience","desc":"The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."}],"spell_list":[],"page_no":373,"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_woe-siphon/"},{"slug":"adultvoiddragon-tob1-2023","desc":"False","name":"Adult Void Dragon","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":19,"armor_desc":"natural armor","hit_points":229,"hit_dice":"17d12 + 119","speed":{"walk":80,"fly":40},"strength":24,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":21,"skills":{"Arcana":13,"History":13,"Perception":11,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic, Void Speech","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage."},{"name":"Aura of Madness","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 60-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 20 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 5 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 10 feet of the dragon must succeed on a DC 20 Constitution saving throw or take 14 (4d6) cold damage and be knocked prone."}],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":129,"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_adult-void-dragon/"},{"slug":"ancientvoiddragon-tob1-2023","desc":"False","name":"Ancient Void Dragon","size":"Gargantuan","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":22,"armor_desc":"natural armor","hit_points":429,"hit_dice":"22d20 + 198","speed":{"walk":80,"fly":40},"strength":28,"dexterity":10,"constitution":29,"intelligence":18,"wisdom":15,"charisma":23,"strength_save":null,"dexterity_save":7,"constitution_save":16,"intelligence_save":null,"wisdom_save":9,"charisma_save":13,"perception":26,"skills":{"Arcana":18,"History":18,"Perception":16,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 26","languages":"Common, Draconic, Void Speech","challenge_rating":"24","cr":24.0,"actions":[{"name":"Multiattack","desc":"The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage."},{"name":"Aura of Madness","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 90-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 24 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a Tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone."}],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Collapsing Star","desc":"When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or 5d100 miles away from its current location in a random direction (GM's choice)."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":128,"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_ancient-void-dragon/"},{"slug":"chieftain-tob1-2023","desc":"False","name":"Chieftain","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"studded leather, shield","hit_points":110,"hit_dice":"20d6 + 40","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":14,"intelligence":11,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":11,"skills":{"Intimidation":6,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The kobold makes three Spear or Shortbow attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Inspiring Shriek (Recharge after Short or Long Rest)","desc":"The kobold chieftain shrieks a draconic battle cry. Each creature that isn't a dragonborn or kobold within 30 feet of the chieftain must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[{"name":"Springspike Shield","desc":"When the kobold chieftain is wielding its shield and is hit by a melee attack within 5 feet of it, the chieftain can fire one of its shield spikes at the attacker. The attacker takes 5 (2d4) piercing damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack)."},{"name":"Chieftain's Presence","desc":"Dragons and kobolds within 30 feet of the chieftain can't be charmed or frightened."},{"name":"Pack Tactics","desc":"The kobold chieftain has advantage on attack rolls against a creature if at least one of the chieftain's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the kobold chieftain has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":245,"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_chieftain/"},{"slug":"dustgoblin-tob1-2023","desc":"False","name":"Dust Goblin","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"leather armor","hit_points":16,"hit_dice":"3d6 + 6","speed":{"walk":30},"strength":8,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":8,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":9,"skills":{"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 9","languages":"Common, Goblin","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Twisted","desc":"When the dust goblin attacks a creature from hiding, the target must succeed on a DC 10 Wisdom saving throw or be frightened until the end of its next turn."}],"spell_list":[],"page_no":215,"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_dust-goblin/"},{"slug":"fateeater-tob1-2023","desc":"False","name":"Fate Eater","size":"Medium","type":"Aberration","subtype":"","group":"null","alignment":"Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":130,"hit_dice":"20d8 + 40","speed":{"walk":40},"strength":18,"dexterity":12,"constitution":14,"intelligence":18,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Arcana":7,"History":7,"Insight":6,"Religion":7},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"truesight 60 ft., passive Perception 13","languages":"understands all but can’t speak, telepathy 100 ft.","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The fate eater makes two Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Alter Fate (Recharge 5-6)","desc":"The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a DC 15 Charisma saving throw. On a failure, the creature takes 36 (8d8) psychic damage, and its fate is altered. Roll a d6 to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Visionary Flesh","desc":"A creature that eats the flesh of a fate eater must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1 hour. On a success, the creature gains the benefits of the divination spell."}],"spell_list":[],"page_no":168,"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_fate-eater/"},{"slug":"fearsmith-tob1-2023","desc":"False","name":"Fear Smith","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":149,"hit_dice":"23d8 + 46","speed":{"walk":15},"strength":11,"dexterity":17,"constitution":14,"intelligence":11,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":12,"skills":{"Intimidation":8,"Stealth":7},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from attacks not made with cold iron weapons","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"blindsight 30 ft., passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt."},{"name":"Heart-Stopping Stare","desc":"The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a DC 16 Wisdom saving throw or take 13 (3d8) psychic damage and be stunned until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt."},{"name":"Spellcasting","desc":"The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: detect thoughts, fear\n2/day each: charm person, command"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Distortion Gaze","desc":"Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a DC 16 Wisdom saving throw if the fear smith isn't incapacitated and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can't take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a DC 16 Dexterity saving throw or fall prone."},{"name":"Hidden Eye","desc":"The fear smith has advantage on saving throws against being blinded."},{"name":"Magic Resistance","desc":"The fear smith has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":169,"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_fear-smith/"},{"slug":"fetalsavant-tob1-2023","desc":"False","name":"Fetal Savant","size":"Tiny","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":11,"armor_desc":"","hit_points":32,"hit_dice":"13d4","speed":{"walk":10},"strength":5,"dexterity":12,"constitution":10,"intelligence":8,"wisdom":12,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":7,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"Dwarvish, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The fetal savant makes two Psychic Burst attacks."},{"name":"Psychic Burst","desc":"Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) psychic damage."},{"name":"Soul Exchange (Recharge 6)","desc":"The savant exchanges its soul with one Humanoid it can see within 20 feet of it. Its body becomes paralyzed, the target's soul inhabits the savant's paralyzed body, and the savant inhabits the target's body, taking full control of it. The savant retains its alignment, its Intelligence, Wisdom, and Charisma scores, its Psychic Burst action, and its immunity to being charmed and frightened. It otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Enchanted Cage","desc":"The savant is immune to damage and can't be the target of spells or effects as long as its cage exists. The cage has a flying speed of 30 feet while the savant is inside of it, moving at the mental command of the savant. When the cage is destroyed, the savant floats gently to the ground. The cage has AC 19, 75 hp, and is immune to piercing, poison, and psychic damage. A non-derro that touches the cage or hits it with a melee weapon attack while within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of its next turn. The cage disintegrates if exposed to sunlight for 1 hour."},{"name":"Maddening Babble","desc":"The savant constantly babbles eldritch nonsense while it can see any non-derro creatures and isn't incapacitated. Each non-derro creature that starts its turn within 20 feet of the savant and can hear the babbling must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn."},{"name":"Sunlight Hypersensitivity","desc":"The savant takes 20 radiant damage when it starts its turn outside the cage and in sunlight."}],"spell_list":[],"page_no":88,"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_fetal-savant/"},{"slug":"goat-man-tob1-2023","desc":"False","name":"Goat-Man","size":"Medium","type":"Monstrosity","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8 + 20","speed":{"walk":40},"strength":19,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Acrobatics":4,"Athletics":6,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Giant, and Trollkin but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone."}],"spell_list":[],"page_no":214,"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_goat-man/"},{"slug":"guardian-tob1-2023","desc":"False","name":"Guardian","size":"Large","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"chain shirt","hit_points":110,"hit_dice":"13d10 + 39","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":6,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":14,"skills":{"Athletics":6,"Perception":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Elvish, Umbral","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The shadow fey guardian makes two Pike or Javelin attacks."},{"name":"Pike","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage."}],"bonus_actions":[{"name":"Shadow Traveler (2/Day)","desc":"While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action."}],"reactions":[{"name":"Protective Interference","desc":"When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Ancestry","desc":"The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep."},{"name":"Shadow's Vigil","desc":"The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":162,"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_guardian/"},{"slug":"mirrorhag-tob1-2023","desc":"False","name":"Mirror Hag","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":16,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d8 + 84","speed":{"walk":10,"fly":30},"strength":15,"dexterity":16,"constitution":22,"intelligence":12,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"thunder","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 5 (2d4) necrotic damage."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4) necrotic damage."},{"name":"Reconfiguring Curse","desc":"The mirror hag curses one creature she can see within 60 feet of her, corrupting its form. The target must make a DC 15 Constitution saving throw. On a success, the target is immune to the hag's Reconfiguring Curse for the next 24 hours. On a failure, the target is cursed, suffering one of the following effects of the hag's choice: Disfigured. The target’s skin erupts with growths and lesions, and it has disadvantage on all Charisma checks made to influence Humanoids, except for Intimidation. Sickly. The target becomes frail and unhealthy, and it has disadvantage on Constitution saving throws. It regains only half its lost hp at the end of a long rest, and it halves the result of any Hit Dice rolled to restore hp during a short rest. Twisted. The target’s limbs and spine become bent and clumsy. It has disadvantage on all Dexterity checks and Dexterity saving throws, and its speed is reduced by 10 feet. Withered. The target’s muscles atrophy, and it has disadvantage on all Strength checks and Strength saving throws."},{"name":"Spellcasting","desc":"The mirror hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: disguise self, ray of enfeeblement\n1/day each: dispel magic, locate creature"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Confounding Ugliness","desc":"Any Humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must succeed on a DC 15 Wisdom saving throw or be incapacitated until the start of its next turn. If the Humanoid's saving throw is successful, it is immune to the hag's Confounding Ugliness for the next 24 hours."}],"spell_list":[],"page_no":227,"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_mirror-hag/"},{"slug":"queenofnightandmagic-tob1-2023","desc":"False","name":"Queen of Night and Magic","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":22,"armor_desc":"Regal Bearing","hit_points":225,"hit_dice":"30d8 + 90","speed":{"walk":60,"fly":30},"strength":12,"dexterity":19,"constitution":17,"intelligence":20,"wisdom":18,"charisma":26,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":11,"charisma_save":null,"perception":21,"skills":{"Arcana":12,"Deception":15,"Intimidation":15,"Perception":11,"Stealth":11},"damage_vulnerabilities":"False","damage_resistances":"fire, lightning","damage_immunities":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons","condition_immunities":"charmed, frightened","senses":"truesight 120 ft., passive Perception 21","languages":"Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft.","challenge_rating":"21","cr":21.0,"actions":[{"name":"Multiattack","desc":"The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel."},{"name":"Rapier","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage."},{"name":"Star Strike","desc":"Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 17 (2d8 + 8) fire damage plus 9 (2d8) radiant damage."},{"name":"Unravel","desc":"The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher."},{"name":"Shadow Rift (Recharge 5-6)","desc":"The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a DC 23 Constitution saving throw. On a failure, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and is restrained by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Spellcasting","desc":"The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):\nAt will: command, dancing lights, darkness, mage hand, suggestion\n3/day each: confusion, fear, greater invisibility, mirror image\n1/day each: dominate monster, plane shift, power word stun"}],"bonus_actions":[{"name":"Hidden Step","desc":"The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action."}],"reactions":[{"name":"Sudden Fraying","desc":"When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell."}],"legendary_desc":"The Queen of Night and Magic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Queen of Night and Magic regains spent legendary actions at the start of her turn.","legendary_actions":[{"name":"Attack","desc":"The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources."},{"name":"Move","desc":"The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The Queen of Night and Magic uses Spellcasting."},{"name":"Swirling Stars (Costs 2 Actions)","desc":"The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or be blinded until the end of its next turn."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead."},{"name":"Magic Resistance","desc":"The Queen of Night and Magic has advantage on saving throws against spells and other magical effects."},{"name":"Regal Bearing","desc":"While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier."}],"spell_list":[],"page_no":178,"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_queen-of-night-and-magic/"},{"slug":"red-bandedlinespider-tob1-2023","desc":"False","name":"Red-Banded Line Spider","size":"Tiny","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":13,"armor_desc":"","hit_points":15,"hit_dice":"6d4","speed":{"walk":30},"strength":4,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Perception":2,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Swingline","desc":"The spider throws a length of webbing at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the webbing to that point. It then reels in the webbing, pulling itself to an unoccupied space within 5 feet of that point. When the spider moves in this way, opportunity attacks against it have disadvantage. If the spider pulled itself at least 15 feet straight toward a creature, it has advantage on the next Bite attack it makes against that creature before the start of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Reactive Venom","desc":"If the spider deals poison damage to a creature that is poisoned, the target takes an extra 2 (1d4) poison damage."},{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":345,"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_red-banded-line-spider/"},{"slug":"redcap-tob1-2023","desc":"False","name":"Redcap","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8 + 48","speed":{"walk":40},"strength":20,"dexterity":10,"constitution":17,"intelligence":11,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Athletics":8,"Intimidation":5},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The redcap makes one Bleeding Bite attack and two Pike attacks."},{"name":"Bleeding Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or lose 7 (2d6) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing."},{"name":"Pike","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage."}],"bonus_actions":[{"name":"Solid Kick","desc":"The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a DC 15 Strength saving throw or be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Red Cap","desc":"The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of exhaustion. This exhaustion can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its exhaustion level to 0. If the redcap dies as a result of this exhaustion, it crumbles to dust."}],"spell_list":[],"page_no":306,"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_redcap/"},{"slug":"savager-tob1-2023","desc":"False","name":"Savager","size":"Large","type":"Beast","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10 + 50","speed":{"walk":20},"strength":22,"dexterity":14,"constitution":21,"intelligence":2,"wisdom":10,"charisma":13,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Perception":3},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage as the savager rips into the target."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mighty Swing","desc":"If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn."},{"name":"Spines","desc":"A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the savager takes 5 (2d4) piercing damage at the start of the savager's turn."}],"spell_list":[],"page_no":318,"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_savager/"},{"slug":"voiddragonwyrmling-tob1-2023","desc":"False","name":"Void Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":17,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8 + 18","speed":{"walk":60,"fly":30},"strength":16,"dexterity":10,"constitution":17,"intelligence":12,"wisdom":9,"charisma":17,"strength_save":null,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":1,"charisma_save":5,"perception":13,"skills":{"Perception":3,"Stealth":2},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 15-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 13 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon's next turn."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."}],"spell_list":[],"page_no":131,"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_void-dragon-wyrmling/"},{"slug":"youngvoiddragon-tob1-2023","desc":"False","name":"Young Void Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10 + 75","speed":{"walk":80,"fly":40},"strength":20,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":18,"skills":{"Arcana":10,"History":10,"Perception":8,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons."},{"name":"Gravitic Breath","desc":"The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 17 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges."},{"name":"Stellar Breath","desc":"The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[{"name":"Void Twist","desc":"The dragon adds 4 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Chill of the Void","desc":"Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage."},{"name":"Expert Void Traveler","desc":"The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times."}],"spell_list":[],"page_no":130,"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_young-void-dragon/"},{"slug":"aatxe","desc":"","name":"Aatxe","size":"Large","type":"Celestial","subtype":"shapechanger","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d10+50","speed":{"walk":50},"strength":22,"dexterity":12,"constitution":20,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 12","languages":"understands all but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":9,"damage_dice":"3d8+6","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.","name":"Gore"},{"desc":"The aatxe lowers its horns and paws at the ground with its hooves. Each creature within 30 feet of the aatxe must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aatxe's Paw the Earth for the next 24 hours.","name":"Paw the Earth"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The aatxe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aatxe regains spent legendary actions at the start of its turn.","legendary_actions":[{"desc":"The aatxe makes a Wisdom (Perception) check.","name":"Detect"},{"desc":"The aatxe makes one gore attack.","name":"Gore (Costs 2 Actions)"},{"desc":"The aatxe flares crimson with celestial power, protecting those nearby. The next attack that would hit an ally within 5 feet of the aatxe hits the aatxe instead.","name":"Bulwark (Costs 3 Actions)"}],"special_abilities":[{"desc":"If the aatxe moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","name":"Charge"},{"desc":"The aatxe 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. It can end this effect as a bonus action or by using an action to change the target. Limited Speech (Humanoid Form Only). The aatxe can verbally communicate only simple ideas and phrases, though it can understand and follow a conversation without issue.","name":"Know Thoughts"},{"desc":"The aatxe has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The aatxe can use its action to polymorph into a Medium male humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","name":"Shapechanger"}],"spell_list":[],"page_no":7,"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_aatxe/"},{"slug":"azeban","desc":"","name":"Azeban","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"climb":30,"walk":40},"strength":16,"dexterity":16,"constitution":14,"intelligence":15,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":1,"skills":{"deception":6,"perception":1,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The azeban makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 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"},{"desc":"The azeban emits a piercing yell in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a target takes 21 (6d6) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage but isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the area.","name":"Ear-Splitting Yawp (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The azeban can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.","name":"Elusive"},{"desc":"The azeban has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The azeban's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\nAt will: dancing lights, disguise self, faerie fire, minor illusion\n3/day each: creation, major image, mislead, seeming\n1/day each: mirage arcane, programmed illusion","name":"Innate Spellcasting"}],"spell_list":[],"page_no":44,"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_azeban/"},{"slug":"ecstatic-bloom","desc":"","name":"Ecstatic Bloom","size":"Huge","type":"Celestial","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d12+54","speed":{"walk":10},"strength":10,"dexterity":9,"constitution":16,"intelligence":20,"wisdom":19,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":9,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"insight":9,"perception":9},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"charmed, frightened","senses":"truesight 120 ft. (blind beyond this radius), passive Perception 19","languages":"all, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ecstatic bloom makes three gilded beam attacks.","name":"Multiattack"},{"attack_bonus":9,"damage_dice":"6d8","desc":"Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 27 (6d8) radiant damage.","name":"Gilded Beam"},{"desc":"The bloom summons a chorus of booming celestial voices that descend into the minds of nearby creatures. Each creature within 30 feet of the bloom must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn. Castigate only affects non-good-aligned creatures with an Intelligence of 5 or higher.","name":"Castigate (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an undead creature starts its turn within 30 feet of the bloom, it must succeed on a DC 17 Wisdom saving throw or be turned until the end of its next turn.","name":"Aura of Life"},{"desc":"At the start of each of the ecstatic bloom's turns, the bloom and each good-aligned creature, including the bloom, within 10 feet of it regains 4 (1d8) hp. If the bloom takes fire damage, this trait doesn't function at the start of the bloom's next turn. The ecstatic bloom dies only if it starts its turn with 0 hp and doesn't regain hp from this trait.","name":"Blessed Regrowth"},{"desc":"Alabaster trees within 60 feet of the ecstatic bloom have advantage on all saving throws.","name":"Foster the Trees"},{"desc":"The ecstatic bloom knows if a creature within 120 feet of it is good-aligned or not.","name":"Like Calls to Like"}],"spell_list":[],"page_no":303,"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_ecstatic-bloom/"},{"slug":"green-knight-of-the-woods","desc":"","name":"Green Knight of the Woods","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful neutral","armor_class":20,"armor_desc":"plate, shield","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":3,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":7,"intimidation":6,"survival":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Elvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The green knight makes two attacks: one with its battle axe and one with its shield bash.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.","name":"Battle Axe"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained by magical vines springing forth from the green knight's shield, and the green knight can't make shield bash attacks against other targets.","name":"Shield Bash"},{"attack_bonus":7,"damage_dice":"1d6+4","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","name":"Javelin"}],"bonus_actions":null,"reactions":[{"desc":"When the green knight is hit by a melee attack from a creature it has successfully challenged, it can make one battle axe attack with advantage against the attacker.","name":"Knight's Rebuke"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the green knight's head is severed by a vorpal weapon or by other means, magical vines sprout from its neck and the head reattaches by the start of the green knight's next turn, preventing the green knight from dying from the loss of its head.","name":"Headsman's Woe"},{"desc":"As a bonus action, the green knight targets one creature that it can see within 30 feet and issues a challenge. If the target can see the green knight, it must succeed on a DC 14 Wisdom saving throw or become magically compelled to engage the green knight in melee combat for 1 minute, or until the knight challenges a new opponent. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nOn its turn, the affected creature must move towards the green knight and make a melee attack against the green knight.","name":"Knight's Challenge (3/Day)"},{"desc":"The green knight has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The green knight can communicate with beasts and plants as if they shared a language.","name":"Speak with Beasts and Plants"}],"spell_list":[],"page_no":209,"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_green-knight-of-the-woods/"},{"slug":"pact-drake","desc":"","name":"Pact Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"8d6+24","speed":{"fly":60,"walk":40},"strength":9,"dexterity":14,"constitution":17,"intelligence":17,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"insight":8,"investigation":5,"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic, radiant","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., truesight 60 ft., passive Perception 16","languages":"all","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The pact drake makes two attacks: one with its bite and one with its claw.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Bite"},{"desc":"The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","name":"Enforced Diplomacy (Recharge 5-6)"},{"desc":"The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.","name":"Punish Transgressor"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.","name":"Binding Witness"},{"desc":"The drake knows if it hears a lie.","name":"Sense Falsehood"},{"desc":"A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\nAt will: detect magic\n3/day each: arcane eye, clairvoyance, scrying","name":"Innate Spellcasting"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pact-drake/"},{"slug":"spawn-of-chernobog","desc":"","name":"Spawn of Chernobog","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":22,"dexterity":12,"constitution":18,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"stealth":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 11","languages":"understands Common, Umbral, and Undercommon but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The spawn of Chernobog makes two attacks: one with its bite and one with its claws.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"1d8+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the creature must succeed on a DC 14 Constitution saving throw or become infected with the night's blood disease (see the Night's Blood trait).","name":"Bite"},{"attack_bonus":8,"damage_dice":"2d6+6","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","name":"Claws"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If a bite wound from the spawn of Chernobog results in an infection, the black oil that drips from the spawn's jaws seeps into the wound and vanishes. After each long rest, the creature must make a DC 14 Constitution saving throw. On two successes, the disease is cured. On a failure, the disease progresses, forcing the creature to undergo a series of changes, in the following order.\n# The creature can't speak, and its tongue turns black.\n# The creature's eyes turn a deep red, and it gains darkvision 60 feet and the Sunlight Sensitivity trait. \n# The creature secretes black oil from its skin, and it has advantage on ability checks and saving throws made to escape a grapple.\n# The creature's veins turn black, slowly working their way up through the body from the appendages over 24 hours. \n# When the blackened veins reach its head after the final long rest, the creature experiences excruciating, stabbing pains in its temples. At sunset, the creature dies as the antlers of an elk burst from its head. The oil secreting from the corpse pools and forms a spawn of Chernobog at midnight.","name":"Night's Blood"},{"desc":"While in sunlight, the spawn of Chernobog has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":347,"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_spawn-of-chernobog/"},{"slug":"tosculi-jeweled-drone","desc":"","name":"Tosculi Jeweled Drone","size":"Small","type":"Humanoid","subtype":"tosculi","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d6+48","speed":{"fly":60,"walk":30},"strength":10,"dexterity":18,"constitution":18,"intelligence":14,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"insight":4,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Infernal, Tosculi","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The jeweled drone makes three attacks: two with its claws and one with its scimitar.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","name":"Claws"},{"attack_bonus":6,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","name":"Scimitar"}],"bonus_actions":null,"reactions":[{"desc":"When a creature makes an attack against a tosculi hive queen, the jeweled drone grants a +2 bonus to the queen's AC if the drone is within 5 feet of the queen.","name":"Protect the Queen"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The jeweled drone emits a sweet scent that empowers other tosculi within 15 feet of the drone. A tosculi that starts its turn within the area can add a d6 to one attack roll or saving throw it makes before the start of its next turn, provided it can smell the scent. A tosculi can benefit from only one Pheromones die at a time. This effect ends if the jeweled drone dies.","name":"Pheromones"},{"desc":"While in bright light, the jeweled drone's carapace shines and glitters. When a non-tosculi creature that can see the drone starts its turn within 30 feet of the drone, the drone can force the creature to make a DC 12 Wisdom saving throw if the drone isn't incapacitated. On a failure, the creature is blinded until the start of its next turn.\n\nUnless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the drone until the start of its next turn, when it can avert its eyes again. If it looks at the drone in the meantime, it must immediately make the save.","name":"Scintillating Carapace"}],"spell_list":[],"page_no":355,"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_tosculi-jeweled-drone/"},{"slug":"adult-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Adult Void Dragon","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"natural armor","hit_points":229,"hit_dice":"17d12+119","speed":{"hover":true,"walk":40,"fly":80},"strength":24,"dexterity":10,"constitution":25,"intelligence":16,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":5,"constitution_save":12,"intelligence_save":null,"wisdom_save":6,"charisma_save":10,"perception":11,"skills":{"arcana":13,"history":13,"perception":11,"persuasion":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 60ft, darkvision 120ft, passive Perception 21","languages":"Common, Draconic, Void Speech","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.","attack_bonus":12,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Tail","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.","attack_bonus":12,"damage_dice":"2d8"},{"name":"Aura of Madness","desc":"As ancient void dragon, with DC 18 Wisdom saving throw."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport","desc":"The dragon magically teleports to any open space within 100 feet."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Void Slip (Costs 2 Actions)","desc":"The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet."},{"name":"Void Cache (Costs 3 Actions)","desc":"The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard."}],"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":139,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_adult-void-dragon/"}]}