{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=26","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-constitution&page=24","results":[{"slug":"major-malleable","desc":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall._  \nMalleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together.  \n**Consumers of Psychic Power.** Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge.  \n**Many Shapes.** Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out.  \n**Our Powers Combined.** Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them.  \n**Ancient Knowledge Hoarders.** It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","name":"Major Malleable","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":218,"hit_dice":"23d12+69","speed":{"walk":40,"climb":40},"strength":22,"dexterity":8,"constitution":17,"intelligence":19,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":8,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"blinded, prone","senses":"blindsight 90 ft. (blind beyond this radius), passive Perception 13","languages":"all, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The malleable makes three flesh tendril attacks."},{"name":"Flesh Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).","attack_bonus":10,"damage_dice":"4d6+6"},{"name":"Psychic Drain","desc":"One creature grappled by the malleable must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies and becomes a minor malleable if this effect reduces its hp maximum to 0."},{"name":"Join Malleables","desc":"As long as the malleable is within 10 feet of one other major malleable, both malleables can use this action option at the same time to join together to create a massive malleable. The new malleable's hp total is equal to the combined hp total of both major malleables, and it is affected by any conditions, spells, and other magical effects currently affecting either of the major malleables. The new malleable acts on the same initiative count as the malleables that formed it and occupies any unoccupied space that previously contained at least one of the malleables that formed it."},{"name":"Separate Malleables","desc":"The major malleable can split into eight minor malleables or two moderate malleables. The new malleables' hp totals are equal to the major malleable's hp total divided by the number of malleables created (rounded down) and are affected by any conditions, spells, and other magical effects that affected the major malleable. The new malleables act on the same initiative count as the major malleable and occupy any unoccupied space that previously contained the major malleable."}],"bonus_actions":null,"reactions":[{"name":"Sudden Separation","desc":"When the major malleable takes 20 damage or more from a single attack, it can choose to immediately use Separate Malleables. If it does so, the damage is divided evenly among the separate malleables it becomes."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Absorb Malleable","desc":"As a bonus action, the major malleable absorbs one minor or moderate malleable within 5 feet of it into its body, regaining a number of hp equal to the absorbed malleable's remaining hp. The major malleable is affected by any conditions, spells, and other magical effects that were affecting the absorbed malleable."},{"name":"Amorphous","desc":"The malleable can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Controlled Mutability","desc":"Any spell or effect that would alter the malleable's form only alters it until the end of the malleable's next turn. Afterwards, the malleable returns to its amorphous form. In addition, the malleable can use its action to change itself into any shape, but it always looks like an inside-out fleshy creature no matter the shape it takes. If it changes into the shape of a creature, it doesn't gain any statistics or special abilities of that creature; it only takes on the creature's basic shape and general appearance."},{"name":"Psychic Absorption","desc":"Whenever the malleable is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt."},{"name":"Spider Climb","desc":"The malleable can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":254,"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_major-malleable/"},{"slug":"mead-archon","desc":"An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn._  \nMead archons are the emissaries of deities who enjoy battle and strong drink.  \n**Fight Hard, Party Harder.** Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory.  \n**Divine Trainers.** When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses.  \n**Immortal Nature.** The mead archon doesn’t require food, drink, or sleep.","name":"Mead Archon","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":14,"armor_desc":"leather armor","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30,"fly":60},"strength":20,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"athletics":7},"damage_vulnerabilities":"","damage_resistances":"poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"all, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack."},{"name":"Maul","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+5"},{"name":"Radiant Bolt","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Drunken Touch","desc":"The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success."},{"name":"Create Potion of Healing (1/Day)","desc":"The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form."},{"name":"Divine Guzzle (Recharge 4-6)","desc":"The mead archon drinks a pint of alcohol and chooses one of the following effects: \n* The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. \n* The archon has advantage on attack rolls and saving throws until the end of its next turn. \n* The archon regains 10 hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The mead archon has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The mead archon's weapon attacks are magical."},{"name":"Innate Spellcasting","desc":"The mead archon's spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components:\n1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth"}],"spell_list":[],"page_no":18,"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_mead-archon/"},{"slug":"mountain-strider","desc":"These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats._  \n**Dwellers of Mountains.** Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization.  \n**Communal.** Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other.  \n**Bleating Communication.** The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage.","name":"Mountain Strider","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":12,"armor_desc":null,"hit_points":34,"hit_dice":"4d10+12","speed":{"walk":30,"climb":30},"strength":16,"dexterity":14,"constitution":17,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"survival":4},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Thunderous Bleat (Recharge 6)","desc":"The mountain strider releases a loud bleat in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Revenge for the Fallen","desc":"When an ally the mountain strider can see is reduced to 0 hp within 30 feet of the mountain strider, the strider can move up to half its speed and make a headbutt attack."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the mountain strider moves at least 15 feet straight toward a target and then hits it with a headbutt attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the mountain strider and knocked prone."},{"name":"Sure-Footed","desc":"The mountain strider has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":261,"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_mountain-strider/"},{"slug":"naizu-ha","desc":"The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible._  \n**Daggers Personified.** The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets.  \n**Impartial Betrayers.** A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor.  \n**Bloody Biers.** To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Naizu-Ha","size":"Small","type":"Fey","subtype":"kami","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":117,"hit_dice":"18d6+54","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":17,"intelligence":13,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, grappled","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage."},{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Scythe Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Dagger Legs","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blunting Ambiance","desc":"Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result."},{"name":"Dagger Form (1/Day)","desc":"As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw."},{"name":"Spider Climb","desc":"The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Tripping Charge","desc":"If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action."}],"spell_list":[],"page_no":223,"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_naizu-ha/"},{"slug":"ogrepede","desc":"The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._  \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.  \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults.  \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties.  \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable.  \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.","name":"Ogrepede","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d12+45","speed":{"walk":40,"climb":20},"strength":21,"dexterity":9,"constitution":17,"intelligence":5,"wisdom":5,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned, prone","senses":"darkvision 90 ft., passive Perception 7","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ogrepede makes two attacks: one with its bite and one with its slam."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Haphazard Charge","desc":"If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn."},{"name":"Overwhelming Assault","desc":"When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede 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 ogrepede's Overwhelming Assault for the next 24 hours."}],"spell_list":[],"page_no":275,"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_ogrepede/"},{"slug":"one-horned-ogre","desc":"This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance._  \n**Ogre Royalty.** A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like Open Game License","name":"One-Horned Ogre","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"any evil alignment","armor_class":14,"armor_desc":"scale mail","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":40},"strength":21,"dexterity":10,"constitution":17,"intelligence":8,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The one-horned ogre can use its Fiendish Horn Blast. It then makes one greatsword attack."},{"name":"Greatsword","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"4d6+5"},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Fiendish Horn Blast","desc":"The one-horned ogre directs the power of its horn at a target it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and suffers a condition for 1 minute based on the color of the ogre's horn: blinded (black), charmed (crimson), or frightened (white). On a success, the target takes half the damage and doesn't suffer the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magical Horn","desc":"The power of the one-horned ogre comes from its horn. If the horn is ever removed, the one-horned ogre loses its Fiendish Horn Blast action and its Innate Spellcasting trait, and its Charisma score is reduced to 8 (-1). If the ogre receives a new horn through regenerative magic or a blessing from its patron, it regains what it lost."},{"name":"Ruthless Weapons","desc":"When the one-horned ogre hits a blinded, charmed, or frightened creature with any weapon, the weapon deals an extra 1d6 psychic damage."},{"name":"Innate Spellcasting","desc":"The one-horned ogre's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n2/day each: darkness, misty step, suggestion\n1/day each: fear"}],"spell_list":[],"page_no":274,"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_one-horned-ogre/"},{"slug":"pale-screamer","desc":"This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels._  \n**Wailing in the Depths.** Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions.  \n**Evil Blooms.** Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes.  \n**Formerly Human.** Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by Open Game License","name":"Pale Screamer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":52,"hit_dice":"7d8+21","speed":{"swim":30,"walk":30},"strength":16,"dexterity":14,"constitution":17,"intelligence":7,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":5,"perception":3},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, cold, force","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 13","languages":"Deep Speech","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The pale screamer makes two tentacle attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Tentacle","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4+3"},{"name":"Scream of the Deep (Recharge 6)","desc":"The pale screamer unleashes an alien screech in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 10 (3d6) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The pale screamer can breathe air and water."}],"spell_list":[],"page_no":290,"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_pale-screamer/"},{"slug":"plague-spirit","desc":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance._  \nPlague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead.  \n**Harbingers of Decay.** The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life.  \n**Drawn to Life.** Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","name":"Plague Spirit","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":150,"hit_dice":"20d8+60","speed":{"walk":40},"strength":10,"dexterity":18,"constitution":17,"intelligence":2,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, diseased, exhaustion, frightened, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 14","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The plague spirit makes three attacks: one with its enfeebling touch and two with its censer."},{"name":"Censer","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Enfeebling Touch","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":8,"damage_dice":"4d6"},{"name":"Dance of Death (Recharge 5-6)","desc":"The plague spirit dances and twirls its censer. Each creature within 20 feet of the plague spirit that can see it must make a DC 16 Constitution saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Decrepit Mist","desc":"A cloud of green mist with a diameter of 1 mile and height of 60 feet is centered on the spirit. For each day a creature spends in the mist, it must succeed on a DC 16 Constitution saving throw or increase in age by 5 percent of its total life span. The mist has no effect on undead or constructs."},{"name":"Hunter of the Living","desc":"The plague spirit can magically sense the general direction of the largest concentration of living flora and fauna within 50 miles of it."}],"spell_list":[],"page_no":296,"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_plague-spirit/"},{"slug":"quickserpent","desc":"Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs._  \n**Earth Elemental Ancestry.** Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of  \n**Earth.** The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results.  \n**Ambusher from Below.** A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey’s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand.","name":"Quickserpent","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"burrow":20,"climb":20,"walk":40},"strength":20,"dexterity":12,"constitution":17,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 60 ft., passive Perception 12","languages":"understands Terran but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d6+5"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the creature is restrained, and the quickserpent can't constrict another target.","attack_bonus":7,"damage_dice":"2d8+5"},{"name":"Quicksand Pit (Recharge 5-6)","desc":"The quickserpent turns a 10-foot cube of natural mud or loose stone into a pit of quicksand. Each creature in the area when the quickserpent creates the pit must succeed on a DC 15 Dexterity saving throw or sink 1d4 feet into the quicksand and become restrained. A creature that successfully saves moves to the pit's edge as it is formed. A creature that enters the quicksand for the first time on a turn or starts its turn in the quicksand it sinks 1d4 feet and is restrained. A creature that is completely submerged in quicksand can't breathe.\n\nA restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the edge of the quicksand. A creature within 5 feet of the quicksand can take an action to pull a creature out of the quicksand. Doing so requires a successful DC 15 Strength check, and the quickserpent has advantage on attack rolls against the creature until the end of the creature's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The quickserpent has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":303,"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_quickserpent/"},{"slug":"rock-roach","desc":"The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone._  \n**Rock Eaters.** The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach’s metabolism is slow to match its tedious eating process. Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren’t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins.  \n**Naturally Hostile.** Rock roaches are instinctually hostile to anything that wanders near them, including each other. The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then dispersing once they are large enough to defend themselves.  \n**Valuable Carapace.** The carapace of a rock roach is sought after by some groups of underground humanoids. Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace.","name":"Rock Roach","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30,"burrow":20},"strength":15,"dexterity":14,"constitution":17,"intelligence":1,"wisdom":6,"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","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 8","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The rock roach makes two bite attacks. Alternatively, it can use Acid Spit twice."},{"name":"Acid Spit","desc":"Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) acid damage, and the target takes 3 (1d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the spit.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"2d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dual Brain","desc":"The rock roach has two brains: one in its head and one in its abdomen. It can continue functioning normally, even if its head is removed or destroyed. While both its brains are intact, the rock roach uses its Constitution modifier instead of its Intelligence modifier when making Intelligence saving throws."}],"spell_list":[],"page_no":308,"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_rock-roach/"},{"slug":"rum-lord","desc":"A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other._  \n**Drunken Kings.** Rum lords attract other Open Game License","name":"Rum Lord","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":78,"hit_dice":"12d6+36","speed":{"climb":10,"walk":20,"swim":10},"strength":18,"dexterity":14,"constitution":17,"intelligence":12,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":6,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The rum lord makes two attacks: one with its ale tap scepter and one with its broken bottle shiv."},{"name":"Ale Tap Scepter","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Broken Bottle Shiv","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Rotgut Belch (Recharge 6)","desc":"The rum lord vomits green bile in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a target takes 18 (4d8) poison damage and is covered in green bile for 1 minute. On a success, a target takes half the damage and isn't covered in bile. A creature, including the target, can take an action to wipe off the bile. Rum gremlins have advantage on attack rolls against creatures covered in a rum lord's green bile."},{"name":"Bring Me Another Round! (1/Day)","desc":"The rum lord lets out a thunderous belch, calling 1d4 rum gremlins. The called rum gremlins arrive in 1d4 rounds, acting as allies of the lord and obeying its spoken commands. The rum gremlins remain for 1 hour, until the lord dies, or until the lord dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Drunkenness","desc":"The rum lord radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin lord's Aura of Drunkenness for 24 hours."},{"name":"Hearty","desc":"The rum lord adds its Constitution modifier to its AC (included in the Armor Class)."},{"name":"Magic Resistance","desc":"The rum lord has advantage on saving throws against spells and other magical effects."},{"name":"One for the Road","desc":"When the rum lord hits a poisoned enemy with any weapon, the target takes an extra 1d6 poison damage."},{"name":"Innate Spellcasting","desc":"The rum lord's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: prestidigitation\n3/day: command"}],"spell_list":[],"page_no":185,"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_rum-lord/"},{"slug":"sanddrift-drake","desc":"The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey._  \nFound in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands.  \n**Burrowing Hunter.** The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey.  \n**Paralytic Poison.** The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd.","name":"Sanddrift Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"climb":20,"walk":40,"burrow":40},"strength":13,"dexterity":19,"constitution":17,"intelligence":7,"wisdom":15,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7,"survival":5},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"fire","condition_immunities":"blinded","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 15","languages":"Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or its speed is halved for 1 minute. If the target's speed is already halved and it fails the saving throw, it is paralyzed for 1 minute instead. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Heatwave Breath (Recharge 6)","desc":"The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Desert Camouflage","desc":"The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain."},{"name":"Sand Glide","desc":"The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through."}],"spell_list":[],"page_no":127,"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_sanddrift-drake/"},{"slug":"scroll-mummy","desc":"Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes._  \nA scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy.  \n**Curseless.** This alternate Open Game License","name":"Scroll Mummy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":17,"intelligence":18,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"the languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The scroll mummy makes two spell-siphoning fist attacks."},{"name":"Spell-Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 11 (2d10) force damage. If the target is a spellcaster, it must succeed on a DC 15 Charisma saving throw or lose one random unused spell slot. The scroll mummy inscribes one of the spellcaster's spells of that slot level onto the parchment wrappings that cover its body (see the Scroll Body trait).","attack_bonus":6,"damage_dice":"1d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The scroll mummy has advantage on saving throws against spells and other magical effects."},{"name":"Scroll Body","desc":"The scroll mummy can inscribe a spell from a spellbook or scroll onto the parchment wrappings that cover its body as if copying a spell into a spellbook. Alternatively, it can inscribe a spell another spellcaster knows or has prepared onto its body by striking the spellcaster with its Spell-Siphoning Fist (see below). If the scroll mummy inscribes a spell with its Spell-Siphoning Fist, the inscription is free and happens immediately. The scroll mummy can use any spell it has inscribed onto its body once per day."},{"name":"Innate Spellcasting","desc":"The scroll mummy's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:\nAt will: comprehend languages, fire bolt, mage hand, prestidigitation, ray of sickness\n5/day each: hold person, inflict wounds, scorching ray\n3/day each: bestow curse, fear\n1/day each: black tentacles, confusion"}],"spell_list":[],"page_no":0,"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_scroll-mummy/"},{"slug":"shadow-giant","desc":"If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height._  \n**Cast into Darkness.** In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow  \n**Realm.** When they refused to serve the dark fey courts, the queen cursed them into their current form.  \n**Of Two Worlds.** Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy.  \n**Undying.** When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.","name":"Shadow Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":null,"hit_points":209,"hit_dice":"22d20+66","speed":{"walk":40},"strength":18,"dexterity":25,"constitution":17,"intelligence":12,"wisdom":13,"charisma":21,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic","damage_immunities":"","condition_immunities":"exhaustion","senses":"darkvision 120 ft., passive Perception 16","languages":"Common, Elvish, Giant, Umbral","challenge_rating":"15","cr":15.0,"actions":[{"name":"Multiattack","desc":"The shadow giant makes three attacks with its tenebrous talons."},{"name":"Tenebrous Talons","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 18 (4d8) necrotic damage.","attack_bonus":12,"damage_dice":"2d6+7"},{"name":"Cold Shadow (Recharge 5-6)","desc":"The shadow giant directs its shadow to stretch out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 52 (15d6) cold damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blacklight Strobe","desc":"The visual flicker of the shadow giant moving between the Material Plane and the Shadow Realm has a physical effect on viewers. A creature that starts its turn within 30 feet of the shadow giant and that can see it must succeed on a DC 18 Wisdom saving throw or be unable make more than one melee or ranged attack on its turn and unable to use bonus actions or reactions until the start of its next turn."},{"name":"Distracting Flicker","desc":"A creature that starts its turn within 30 feet of the shadow giant and that is maintaining concentration on a spell must succeed on a DC 18 Constitution saving throw or lose concentration."},{"name":"Shadow Sight","desc":"Magical darkness doesn't impede the shadow giant's darkvision."},{"name":"Umbral Glimmer","desc":"At the end of each of the shadow giant's turns, it must roll a d20. On a roll of 11 or higher, it enters the Plane of"},{"name":"Shadow from the Material Plane","desc":"At the start of its next turn, it returns to the Material Plane in an unoccupied space of its choice that it can see within 40 feet of the space where it vanished. If no unoccupied space is available within that range, it appears in the nearest unoccupied space.\n\nWhile in the Plane of Shadow, the shadow giant can see and hear 120 feet into the Material"},{"name":"Plane","desc":"It can't affect or be affected by anything on the Material Plane while in the Plane of Shadow."}],"spell_list":[],"page_no":173,"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_shadow-giant/"},{"slug":"shimmer-seal","desc":"This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._  \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack.  \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance.  \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.","name":"Shimmer Seal","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":40},"strength":18,"dexterity":14,"constitution":17,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{"acrobatics":8,"performance":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shimmer seal makes two tusk attacks."},{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Invisibility","desc":"When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it."},{"name":"Sureflippered","desc":"The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Underwater Propulsion","desc":"When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns."}],"spell_list":[],"page_no":324,"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_shimmer-seal/"},{"slug":"silver-dragon-wyrmling-skeleton","desc":"","name":"Silver Dragon Wyrmling Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"fly":60},"strength":19,"dexterity":10,"constitution":17,"intelligence":8,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":2,"charisma_save":1,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"exhaustion, poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 10","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10+4"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons: \n* Shard Breath. The skeleton exhales a 15-foot cone of bone shards. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. \n* Noxious Breath. The skeleton exhales a 15-foot cone of gas. Each creature in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":113,"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_silver-dragon-wyrmling-skeleton/"},{"slug":"snow-terror","desc":"A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged._  \n**Demonic Snow People.** Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as wind-whipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment.  \n**Innocuous Disguise.** Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them.  \n**Sadistic Hunter.** A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.","name":"Snow Terror","size":"Large","type":"Fiend","subtype":"shapechanger","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":null,"hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30},"strength":19,"dexterity":22,"constitution":17,"intelligence":12,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":6,"stealth":9},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, cold, poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the snow terror. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the snow terror, and it takes 14 (4d6) acid damage at the start of each of the snow terror's turns. The snow terror can have only one creature swallowed at a time.\n\nIf the snow terror takes 15 or more damage on a single turn from the swallowed creature, it must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the snow terror. If the snow terror dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":7,"damage_dice":"3d6+4"},{"name":"Horrifying Visage","desc":"Each non-undead creature within 60 feet of the snow terror that can see it must succeed on a DC 13 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 this snow terror's Horrifying Visage for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Snow Person Form Only)","desc":"While the snow terror remains motionless, it is indistinguishable from an ordinary snow person."},{"name":"Shapechanger","desc":"The snow terror can use its action to polymorph into a Large snow person, a snowy likeness of the creature it most recently killed, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\n\nWhile in the form of the creature it most recently killed, creatures that knew the mimicked creature have disadvantage on their Wisdom saving throws against its Horrifying Visage."}],"spell_list":[],"page_no":334,"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_snow-terror/"},{"slug":"swamp-naga","desc":"A human head tops this green-and-brown constrictor. Vines protrude from its scalp and writhe in unison to the serpent’s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it._  \n**Self-Proclaimed Ruler and Protector.** The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head. The naga’s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp’s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory.  \n**Insect and Serpent Friend.** The swamp naga’s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it.  \n**Necessarily Ruthless.** Scholars who have studied the connection between swamp nagas and their domains postulate the nagas’ malevolence is an outgrowth of swamplands’ inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.","name":"Swamp Naga","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"swim":40},"strength":18,"dexterity":16,"constitution":17,"intelligence":11,"wisdom":14,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"nature":3,"persuasion":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 13 (3d8) poison damage.","attack_bonus":7,"damage_dice":"3d8+4"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the naga can't constrict another target.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloud of Insects","desc":"A cloud of biting and stinging insects surrounds the swamp naga. A creature that starts its turn within 5 feet of the naga must make a DC 14 Constitution saving throw. On a failure, a creature takes 9 (2d8) 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. A wind of moderate or greater speed (at least 10 miles per hour) disperses the insect cloud for 1 minute. As a bonus action, the naga can disperse the cloud for 1 minute."},{"name":"Rejuvenation","desc":"If it dies, the swamp naga returns to life in 1d6 days and regains all its hp. Only a wish spell or removing the naga from its swamp for 1 year can prevent this trait from functioning."},{"name":"Insect and Serpent Passivism","desc":"No insects or serpents can willingly attack the swamp naga. They can be forced to do so through magical means."},{"name":"Spellcasting","desc":"The swamp naga is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It knows the following sorcerer spells:\nCantrips (at will): dancing lights, mage hand, message, poison spray\n1st level (4 slots): charm person, fog cloud, silent image, sleep\n2nd level (3 slots): blindness/deafness, hold person, suggestion\n3rd level (3 slots): hypnotic pattern, stinking cloud, water breathing\n4th level (2 slots): blight"}],"spell_list":[],"page_no":342,"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_swamp-naga/"},{"slug":"ulnorya","desc":"Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth._  \n**Invisible Hunter.** The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims.  \n**Magical Oddity.** Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.","name":"Ulnorya","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":119,"hit_dice":"14d10+42","speed":{"walk":50,"climb":30},"strength":14,"dexterity":18,"constitution":17,"intelligence":12,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"acrobatics":7,"athletics":5,"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) 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.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Tentacle","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.","attack_bonus":7,"damage_dice":"1d4+3"},{"name":"Replicate (1/Day)","desc":"The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.\n\nIf one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The ulnorya is immune to any spell or effect that would alter its form."},{"name":"Photoadaptive Hide","desc":"If the ulnorya didn't move on its previous turn, it is invisible."}],"spell_list":[],"page_no":354,"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_ulnorya/"},{"slug":"viiret","desc":"The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it._  \n**Disease Eater.** Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward.  \n**Unpleasant Odor.** The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects.  \n**Desperate Cure.** Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.","name":"Viiret","size":"Large","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":30},"strength":16,"dexterity":6,"constitution":17,"intelligence":1,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"blinded, charmed, deafened, frightened, poisoned","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The viiret makes two attacks, only one of which can be a bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 13 Dexterity saving throw or be swallowed. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the viiret. At the start of each of the viiret's turns, the creature takes 7 (2d6) acid damage. If the creature is poisoned or suffering from a disease, it takes 3 (1d6) necrotic damage at the start of each of the viiret's turns instead. In addition, at the start of each of the viiret's turns, a swallowed creature that is poisoned or suffering from a disease can repeat the condition or disease's saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw. The viiret can have only one creature swallowed at a time.\n\nIf the viiret takes 10 damage or more on a single turn from the swallowed creature, the viiret must succeed on a DC 13 Constitution saving throw or regurgitate the swallowed creature, which falls prone within 5 feet of the viiret. Alternatively, the viiret can regurgitate the creature as a bonus action, which it does if the swallowed creature isn't poisoned or suffering from a disease and a creature that is poisoned or suffering from a disease is within 60 feet of the viiret. If the viiret dies, a swallowed creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone.","attack_bonus":5,"damage_dice":"2d8+3"},{"name":"Vine","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Disease Eater","desc":"The viiret is immune to disease, and it has advantage on attack rolls against a creature if the creature is poisoned or suffering from a disease."},{"name":"Disease Sense","desc":"The viiret can pinpoint, by scent, the location of poisoned creatures or creatures suffering from a disease within 60 feet of it."}],"spell_list":[],"page_no":361,"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_viiret/"},{"slug":"vine-golem","desc":"A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._  \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems.  \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator.  \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.","name":"Vine Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"climb":30,"walk":30},"strength":12,"dexterity":18,"constitution":17,"intelligence":6,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":6},"damage_vulnerabilities":"slashing","damage_resistances":"bludgeoning and piercing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The vine golem makes two thorned vine attacks."},{"name":"Thorned Vine","desc":"Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Thorned Embrace","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.","attack_bonus":6,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction."},{"name":"Creator's Eyes and Ears","desc":"As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master."},{"name":"Immutable Form","desc":"The vine golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The vine golem has advantage on saving throws against spells and other magical effects."},{"name":"Plant Camouflage","desc":"The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life."}],"spell_list":[],"page_no":181,"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_vine-golem/"},{"slug":"wereshark","desc":"The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands._  \nIn humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away.  \n**Voracious Appetites.** Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume.  \n**Obsessed Predators.** Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.","name":"Wereshark","size":"Large","type":"Humanoid","subtype":"human, shapechanger","group":null,"alignment":"chaotic evil","armor_class":11,"armor_desc":"in humanoid form, 12 (natural armor) in shark and hybrid form","hit_points":90,"hit_dice":"12d8+36","speed":{"walk":30},"strength":19,"dexterity":13,"constitution":17,"intelligence":11,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"","senses":"blindsight 30 ft. (shark and hybrid form only), passive Perception 14","languages":"Common (can’t speak in shark form)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"In humanoid or hybrid form, the wereshark makes three trident attacks."},{"name":"Bite (Shark or Hybrid Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereshark lycanthropy.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Trident (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Hold Breath (Hybrid Form Only)","desc":"While out of water, the wereshark can hold its breath for 1 hour."},{"name":"Shapechanger","desc":"The wereshark can use its action to polymorph into a Large shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form, with the exceptions that only its shark and hybrid forms retain its swimming speed, and its shark form doesn't retain its walking speed. Any equipment it is wearing or carrying isn't transformed. The wereshark reverts to its true form if it dies."},{"name":"Water Breathing (Shark or Hybrid Form Only)","desc":"The wereshark can breathe only underwater."}],"spell_list":[],"page_no":266,"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_wereshark/"},{"slug":"wintergrim","desc":"This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine._  \n**Spirit of Hospitality.** Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements.  \n**Inscrutable Rules.** A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey.  \nWhatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply.  \n**Competent Woodsfolk.** As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.","name":"Wintergrim","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic good","armor_class":13,"armor_desc":"hide armor","hit_points":26,"hit_dice":"4d6+12","speed":{"walk":30},"strength":19,"dexterity":12,"constitution":17,"intelligence":12,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":5,"nature":3,"persuasion":2,"survival":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"charmed","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage, or 8 (1d8 + 4) slashing damage if used with two hands to make a melee attack.","attack_bonus":6,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unique Rules","desc":"If a creature breaks one of the wintergrim's rules of conduct, it becomes enraged. The wintergrim has advantage on Charisma (Intimidation) checks and attack rolls against the offending creature. An offending creature that succeeds on a DC 14 Charisma (Persuasion) check can calm the enraged wintergrim. If the offending creature has damaged the wintergrim in the last hour, it has disadvantage on this check. A creature that succeeds on a DC 12 Intelligence (Investigation) or Wisdom (Insight) check can determine the wintergrim's rules before enraging it."},{"name":"Innate Spellcasting","desc":"The wintergrim's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components.\n3/day each: goodberry, speak with animals\n1/day each: lesser restoration, protection from poison"}],"spell_list":[],"page_no":372,"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_wintergrim/"},{"slug":"ambush_hag_bf","desc":"","name":"Ambush Hag","size":"medium","type":"Fey","subtype":"","group":"Hags","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":26,"constitution":16,"intelligence":16,"wisdom":14,"charisma":26,"strength_save":3,"dexterity_save":8,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Common,Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ambush hag makes two Claw attacks or three Poison Spray attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Poison Spray","desc":"_Ranged Spell Attack:_ +8 to hit, range 60 ft., one target. _Hit:_ 22 (4d8+4) poison damage, and the target must succeed on a DC 16 STR save or be restrained until the end of its next turn."},{"name":"Spellcasting","desc":"The ambush hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 16):<br>At will: _message_, _minor illusion_, _prestidigitation_<br>3/day each: _blur_, _charm_, _hallucinatory terrain_ (as an action)<br>1/day each: _hypnotic pattern_, _major image_, _seeming_"}],"bonus_actions":[{"name":"Illusory Appearance","desc":"The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The ambush hag is resistant to the charmed and unconscious conditions."},{"name":"Mimicry","desc":"The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 WIS (Insight) check."},{"name":"Spider Climb","desc":"The ambush hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ambush-hag/"},{"slug":"bear_brown_bf","desc":"","name":"Bear, Brown","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":11,"armor_desc":"natural armor","hit_points":44,"hit_dice":"","speed":{"walk":40,"climb":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The brown bear makes one Bite attack and one Claws attack. If both attacks hit one creature, the target is grappled (escape DC 14). The bear can grapple only one creature at a time."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d8+4) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell","desc":"The bear's Perception is 18 when perceiving by smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bear-brown/"},{"slug":"bear_polar_bf","desc":"","name":"Bear, Polar","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":60,"hit_dice":"","speed":{"walk":40,"swim":30},"strength":20,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":5,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The polar bear makes one Bite attack and one Claws attack. If both attacks hit one creature, the target is grappled (escape DC 15). The bear can grapple only one creature at a time."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 9 (1d8+5) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell","desc":"The bear's Perception is 18 when perceiving by smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bear-polar/"},{"slug":"berserker_bf","desc":"","name":"Berserker","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":13,"armor_desc":"hide armor","hit_points":60,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":8,"wisdom":10,"charisma":8,"strength_save":4,"dexterity_save":1,"constitution_save":3,"intelligence_save":-1,"wisdom_save":0,"charisma_save":-1,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any one language (usually Common)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The berserker makes two Greataxe attacks."},{"name":"Greataxe","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12+4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Reckless","desc":"At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."},{"name":"Stalwart","desc":"If the berserker starts its turn afflicted by an ongoing effect that allows for a repeated save to end the effect, such as the hold spell or the poison from an ettercap's Bite, the gladiator can make the save at the start of the turn instead of the end and has advantage on the save."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_berserker/"},{"slug":"black_dragon_wyrmling_bf","desc":"","name":"Black Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":51,"hit_dice":"","speed":{"walk":30,"fly":60,"swim":30},"strength":16,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":14,"charisma":16,"strength_save":3,"dexterity_save":4,"constitution_save":3,"intelligence_save":0,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 DEX save, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The black dragon can breathe air and water."},{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_black-dragon-wyrmling/"},{"slug":"black_pudding_bf","desc":"","name":"Black Pudding","size":"large","type":"Ooze","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":null,"hit_points":122,"hit_dice":"","speed":{"walk":20,"climb":20},"strength":20,"dexterity":4,"constitution":16,"intelligence":1,"wisdom":6,"charisma":1,"strength_save":5,"dexterity_save":-3,"constitution_save":3,"intelligence_save":-5,"wisdom_save":-2,"charisma_save":-5,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Ooze Resilience","damage_immunities":"acid,lightning,slashing,grappled,Ooze Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The black pudding makes two Pseudopod attacks."},{"name":"Pseudopod","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed."}],"bonus_actions":[{"name":"Dampen Light","desc":"The black pudding dims the light around it. The radius of each light source within 60 feet of it is halved until the start of its next turn. The pudding can't use this action while in sunlight."}],"reactions":[{"name":"Split","desc":"When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 HP. Each new pudding has HP equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The pudding can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Corrosive Form","desc":"A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through a panel of nonmagical wood or metal in its space that is up to 2 inches thick in 1 round."},{"name":"Ooze Nature","desc":"The pudding doesn't require sleep."},{"name":"Ooze Resilience","desc":"The pudding is resistant to the restrained condition, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions."},{"name":"Spider Climb","desc":"The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_black-pudding/"},{"slug":"bloatblossom_bf","desc":"","name":"Bloatblossom","size":"medium","type":"Plant","subtype":"","group":"Sporeborn","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"","speed":{"walk":20},"strength":16,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":8,"charisma":4,"strength_save":3,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":-1,"charisma_save":-3,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Plant Resilience","damage_immunities":"","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The bloatblossom makes one Bite attack and one Slam attack, or it makes two Toxic Nodule attacks. If the Bite and Slam attacks both hit one Humanoid, the target must succeed on a DC 13 CON save or be infected with apocalyptic fungus (see sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 4 (1d8) poison damage."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 4 (1d8) poison damage. If the target is Medium or smaller, it is grappled (escape DC 13)."},{"name":"Toxic Nodule","desc":"_Ranged Weapon Attack:_ +5 to hit, range 30/60 ft., one target. _Hit:_ 12 (2d8+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Instinct to Pursue","desc":"The bloatblossom takes the Dash action toward an uninfected Humanoid it can see or sense."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Hearing","desc":"The bloatblossom's Perception is 16 while perceiving by hearing."},{"name":"Plant Resilience","desc":"The bloatblossom is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bloatblossom/"},{"slug":"boar_giant_bf","desc":"","name":"Boar, Giant","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"","speed":{"walk":40},"strength":16,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":6,"charisma":4,"strength_save":3,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":-2,"charisma_save":-3,"perception":8,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The giant boar makes two Tusk attacks. If both attacks hit one creature, the target must succeed on a DC 13 STR save or be knocked prone."},{"name":"Tusk","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."}],"bonus_actions":[{"name":"Challenging Snort","desc":"The boar snorts and stomps its feet at a creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn and have disadvantage on the next save it makes against being knocked prone by the boar."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the boar moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the boar takes 10 damage or less that would reduce it to 0 HP, it is reduced to 1 HP instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_boar-giant/"},{"slug":"brass_dragon_wyrmling_bf","desc":"","name":"Brass Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":36,"hit_dice":"","speed":{"walk":30,"burrow":15,"fly":60},"strength":14,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":14,"charisma":16,"strength_save":2,"dexterity_save":2,"constitution_save":3,"intelligence_save":0,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 DEX save, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Sleep Breath (Recharge 6)","desc":"The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 CON save or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_brass-dragon-wyrmling/"},{"slug":"chuul_bf","desc":"","name":"Chuul","size":"large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":30,"swim":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":4,"wisdom":14,"charisma":4,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":-3,"wisdom_save":2,"charisma_save":-3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Aberrant Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands Deep Speech but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The chuul makes two Pincer attacks."},{"name":"Pincer","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 14). The chuul has two pincers, each of which can grapple only one target."},{"name":"Wild Reach (Recharge 5-6)","desc":"The chuul taps into ancient memories of magic and reaches toward nearby magic with an unpracticed grasp, releasing a burst of energy. Each creature within 15 feet of the chuul must make a DC 14 DEX save, taking 21 (6d6) damage on a failed save, or half as much damage on a successful one. If a magic item, spell effect, or spellcaster is within 30 feet of the chuul, the burst is pure arcane energy, dealing force damage. If no magic is within 30 feet of the chuul, the burst pulls from the chuul's own life force, dealing necrotic damage. If the damage is necrotic, the chuul takes necrotic damage as if it succeeded on the save."}],"bonus_actions":[{"name":"Paralyzing Tentacles","desc":"One creature grappled by the chuul must succeed on a DC 14 CON save or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Resilience","desc":"The chuul is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Amphibious","desc":"The chuul can breathe air and water."},{"name":"Sense Magic","desc":"The chuul senses and can pinpoint the location of magic within 120 feet of it. If it senses magic and can see the creature or object bearing the magic it senses, it sees a faint aura around that creature or object."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_chuul/"},{"slug":"copper_dragon_wyrmling_bf","desc":"","name":"Copper Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":36,"hit_dice":"","speed":{"walk":30,"climb":30,"fly":60},"strength":14,"dexterity":16,"constitution":16,"intelligence":14,"wisdom":14,"charisma":16,"strength_save":2,"dexterity_save":3,"constitution_save":3,"intelligence_save":2,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 DEX save, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one."},{"name":"Slowing Breath (Recharge 6)","desc":"The dragon exhales slowing gas in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, not both. These effects last for 1 minute. The creature can repeat the save 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":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_copper-dragon-wyrmling/"},{"slug":"couatl_bf","desc":"","name":"Couatl","size":"medium","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":77,"hit_dice":"","speed":{"walk":30,"fly":90},"strength":16,"dexterity":20,"constitution":16,"intelligence":18,"wisdom":24,"charisma":22,"strength_save":3,"dexterity_save":5,"constitution_save":3,"intelligence_save":4,"wisdom_save":7,"charisma_save":6,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Celestial Resilience","damage_immunities":"psychic","condition_immunities":"","senses":"truesight 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The couatl makes one Bite attack and one Constrict attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6+5) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 HP, the couatl can choose for the target to be stable but poisoned for 1 hour, even after regaining HP, and is unconscious while poisoned in this way."},{"name":"Constrict","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the couatl can't Constrict another target."},{"name":"Healing Hiss (3/Day)","desc":"The couatl croons a soothing hiss at a creature it can sense within 5 feet of it. The target magically regains 10 (3d6) HP and is freed from any disease or poison."}],"bonus_actions":[{"name":"Change Shape","desc":"The couatl magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the couatl's choice). It reverts to its true form if it dies. In a new form, the couatl retains its Celestial Resilience and Inscrutable traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action and the Rainbow Shield reaction. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[{"name":"Rainbow Shield","desc":"When a creature the couatl can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has disadvantage on the attack roll. If the protected creature hasn't attacked or harmed another creature within the last minute, the attacker's attack misses instead."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Celestial Resilience","desc":"The couatl is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks."},{"name":"Inscrutable","desc":"The couatl is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells or effects, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the couatl's intentions or sincerity have disadvantage."},{"name":"Magic Resistance","desc":"The couatl has advantage on saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The couatl's weapon attacks are magical."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_couatl/"},{"slug":"crocodile_giant_bf","desc":"","name":"Crocodile, Giant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":120,"hit_dice":"","speed":{"walk":30,"swim":50},"strength":26,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":8,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"charmed","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The crocodile makes one Bite attack and one Tail attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one creature. _Hit:_ 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't Bite another target."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target not grappled by the crocodile. _Hit:_ 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 STR save or be knocked prone."}],"bonus_actions":[{"name":"Death Roll","desc":"One creature grappled by the crocodile must make a DC 16 STR save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hold Breath","desc":"The crocodile can hold its breath for 30 minutes."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_crocodile-giant/"},{"slug":"death_knight_bf","desc":"","name":"Death Knight","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"plate","hit_points":140,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":20,"charisma":18,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":1,"wisdom_save":5,"charisma_save":4,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 90 ft.","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The death knight makes three Greatsword or Necrotic Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage."}],"bonus_actions":[{"name":"Champion's Challenge","desc":"The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."}],"reactions":[{"name":"Parry","desc":"The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."},{"name":"Soul Drain","desc":"When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Disgraced Rejuvenation","desc":"Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died."},{"name":"Magic Resistance","desc":"The death knight has advantage on saves against spells and other magical effects."},{"name":"Undead Nature","desc":"The death knight doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The death knight is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_death-knight/"},{"slug":"elephant_bf","desc":"","name":"Elephant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":105,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":5,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"prone","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The elephant makes two Gore attacks."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage."},{"name":"Stomp","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one prone creature. _Hit:_ 14 (2d8+5) bludgeoning damage."}],"bonus_actions":[{"name":"Trunk Grab","desc":"The elephant grabs one Large or smaller creature within 10 feet of it. The target must succeed on a DC 15 STR save or be grappled (escape DC 15). The elephant can grapple only one creature at a time."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Trampling Charge","desc":"If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 15 STR save or be knocked prone. If the target is prone, the elephant can make one Stomp attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_elephant/"},{"slug":"ettin_bf","desc":"","name":"Ettin","size":"large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":95,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":16,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":5,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"Giant Attributes,Multiple Heads","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant,Orc","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ettin makes one Knobbed Club attack and one Spiked Club attack."},{"name":"Knobbed Club","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15 STR save or be incapacitated until the end of its next turn, as the blow knocks the wind out of the target. This weapon is wielded by the right head."},{"name":"Spiked Club","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) piercing damage, and the target must succeed on a DC 15 CON save or be poisoned for 1 minute, as bits of rotten meat clinging to the club's spikes coat the target's wound. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. This weapon is wielded by the left head."}],"bonus_actions":[{"name":"That One!","desc":"One of the ettin's heads picks a creature the ettin can see within 30 feet of it, gaining advantage on its next attack against that creature. The other head doesn't like being told what to do and has disadvantage on its next attack against that creature. Each weapon attack notes which head controls that weapon."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The ettin is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Multiple Heads","desc":"The ettin has two heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."},{"name":"Obstinate","desc":"The ettin has advantage on WIS and CHA saves."},{"name":"Wakeful","desc":"When one of the ettin's heads is asleep, its other head is awake."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ettin/"},{"slug":"fire_elemental_bf","desc":"","name":"Fire Elemental","size":"large","type":"Elemental","subtype":"","group":"Elementals","alignment":"","armor_class":13,"armor_desc":null,"hit_points":110,"hit_dice":"","speed":{"walk":50},"strength":10,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":0,"dexterity_save":3,"constitution_save":3,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Elemental Resilience","damage_immunities":"fire,Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two Fiery Touch or Spit Fire attacks."},{"name":"Fiery Touch","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns."},{"name":"Spit Fire","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 16 (3d8+3) fire damage."}],"bonus_actions":[{"name":"Fiery Dash (Recharge 4-6)","desc":"The elemental moves up to 20 feet in a straight line and can move through the space of any Large or smaller creature without provoking opportunity attacks. Each space along that line catches fire until the start of the elemental's next turn. A creature that enters a burning space for the first time on a turn or starts its turn there must succeed on a DC 14 DEX save or take 5 (1d10) fire damage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The fire elemental doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The fire elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."},{"name":"Fire Camouflage","desc":"The fire elemental's Stealth is 18 while in a Medium or larger fire."},{"name":"Fire Form","desc":"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC 14 DEX save or take 5 (1d10) fire damage and catch fire; until a creature takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns."},{"name":"Illumination","desc":"The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet."},{"name":"Water Susceptibility","desc":"For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_fire-elemental/"},{"slug":"gibbering_mouther_bf","desc":"","name":"Gibbering Mouther","size":"medium","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":9,"armor_desc":null,"hit_points":72,"hit_dice":"","speed":{"walk":10,"swim":10},"strength":14,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":10,"charisma":6,"strength_save":2,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Aberrant Resilience","damage_immunities":"prone","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gibbering mouther makes two Bite attacks. If both attacks hit one Medium or smaller creature, the target must succeed on a DC 13 STR save or be knocked prone."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 11 (2d8+2) piercing damage."},{"name":"Rend Mind","desc":"One creature the mouther can see within 30 feet of it must succeed on a DC 13 WIS save or take 18 (4d8) psychic damage and suffer a random, short-term dread effect for 1 minute"}],"bonus_actions":[{"name":"Blinding Spittle","desc":"The mouther spits an otherworldly goo at up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 13 DEX save or be blinded until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Ground","desc":"The ground within 10 feet of the mouther is dough-like difficult terrain. A creature that starts its turn in the area must succeed on a DC 13 STR save or its speed is halved until the start of its next turn."},{"name":"Aberrant Resilience","desc":"The mouther is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Gibbering","desc":"The mouther babbles incoherently while it can see any creature and isn't incapacitated. A creature that starts its turn within 20 feet of the mouther and that can hear the gibbering must succeed on a DC 13 WIS save or it can't take reactions until the start of its next turn and must roll a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and moves its full speed in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gibbering-mouther/"},{"slug":"gray_ooze_bf","desc":"","name":"Gray Ooze","size":"medium","type":"Ooze","subtype":"","group":null,"alignment":"","armor_class":8,"armor_desc":null,"hit_points":29,"hit_dice":"","speed":{"walk":15,"climb":15},"strength":12,"dexterity":6,"constitution":16,"intelligence":1,"wisdom":6,"charisma":2,"strength_save":1,"dexterity_save":-2,"constitution_save":3,"intelligence_save":-5,"wisdom_save":-2,"charisma_save":-4,"perception":8,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"acid,fire,Ooze Resilience","damage_immunities":"Ooze Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Pseudopod","desc":"_Melee Weapon Attack:_ +3 to hit, reach 10 ft., one target. _Hit:_ 3 (1d4+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, the armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed."}],"bonus_actions":[],"reactions":[{"name":"Solidify","desc":"When the ooze is hit by an attack, it can partially solidify its body, reducing the damage it takes by 2 (1d4). If it has taken fire damage since the start of its last turn, the damage it takes is reduced by 3 (1d6) instead. The ooze can't use this reaction if it has taken cold damage since the start of its last turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The ooze can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Corrode Metal","desc":"Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round."},{"name":"False Appearance","desc":"While the ooze remains motionless, it is indistinguishable from ordinary fresh or curing mortar."},{"name":"Ooze Nature","desc":"The ooze doesn't require sleep."},{"name":"Ooze Resilience","desc":"The ooze is resistant to the grappled and restrained conditions, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions."},{"name":"Spider Climb","desc":"The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gray-ooze/"},{"slug":"green_dragon_wyrmling_bf","desc":"","name":"Green Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":51,"hit_dice":"","speed":{"walk":30,"fly":60,"swim":30},"strength":14,"dexterity":16,"constitution":16,"intelligence":18,"wisdom":14,"charisma":16,"strength_save":2,"dexterity_save":3,"constitution_save":3,"intelligence_save":4,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 7 (1d10+2) piercing damage plus 3 (1d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 CON save, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_green-dragon-wyrmling/"},{"slug":"green_hag_bf","desc":"","name":"Green Hag","size":"medium","type":"Fey","subtype":"","group":"Hags","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":76,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":12,"wisdom":14,"charisma":22,"strength_save":4,"dexterity_save":1,"constitution_save":3,"intelligence_save":1,"wisdom_save":2,"charisma_save":6,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common,Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hag makes two Claw or Torment attacks. If two attacks hit one creature, the target must succeed on a DC 14 WIS save or be overwhelmed with pain and have disadvantage on attack rolls until the end of its next turn."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage."},{"name":"Torment","desc":"_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 14 (3d6+4) psychic damage."},{"name":"Poisonous Allies (1/Day)","desc":"The hag magically calls 1 **giant spider**, 2 **giant poisonous snakes**, or 2d4 **poisonous snakes**. They arrive in 1d4 rounds, acting as allies of the hag and obeying its spoken commands. The creatures remain for 1 hour, until the hag dies, or until the hag dismisses them as a bonus action."},{"name":"Invisible Passage","desc":"The hag magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of its passage and can be tracked only by magic. Any equipment it wears or carries is invisible with it."},{"name":"Spellcasting","desc":"The hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _dancing lights_, _minor illusion_<br>1/day: _bestow curse_"}],"bonus_actions":[{"name":"Illusory Appearance","desc":"The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The hag can breathe air and water."},{"name":"Fey Resilience","desc":"The hag is resistant to the charmed and unconscious conditions."},{"name":"Mimicry","desc":"The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 WIS (Insight) check. Speak with Beasts. The hag can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_green-hag/"},{"slug":"griffon_bf","desc":"","name":"Griffon","size":"large","type":"Monstrosity","subtype":"Animal","group":null,"alignment":"","armor_class":12,"armor_desc":null,"hit_points":63,"hit_dice":"","speed":{"walk":30,"fly":80},"strength":18,"dexterity":14,"constitution":16,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":4,"dexterity_save":2,"constitution_save":3,"intelligence_save":-4,"wisdom_save":1,"charisma_save":-1,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The griffon makes one Beak attack and one Claws attack."},{"name":"Beak","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Sight","desc":"The griffon's Perception is 18 when perceiving by sight."},{"name":"Monstrosity Resilience","desc":"The griffon is resistant to exhaustion and to the frightened condition."},{"name":"Pack Tactics","desc":"The griffon has advantage on attack rolls against a creature if at least one of the griffon's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Pounce","desc":"If the griffon moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the griffon can make one Beak attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_griffon/"},{"slug":"gynosphinx_bf","desc":"","name":"Gynosphinx","size":"large","type":"Monstrosity","subtype":"","group":"Sphinxes","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":204,"hit_dice":"","speed":{"walk":40,"fly":60},"strength":26,"dexterity":14,"constitution":16,"intelligence":26,"wisdom":26,"charisma":20,"strength_save":8,"dexterity_save":2,"constitution_save":3,"intelligence_save":8,"wisdom_save":8,"charisma_save":5,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing damage from nonmagical attacks,Monstrosity Resilience","damage_immunities":"psychic,charmed,frightened","condition_immunities":"","senses":"truesight 120 ft.","languages":"Common,Sphinx,telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The sphinx makes three Claw attacks, or it makes four Psychic Bolt attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 15 (2d10+4) slashing damage plus 10 (3d6) psychic damage."},{"name":"Psychic Bolt","desc":"_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 19 (4d6+5) psychic damage."},{"name":"Spellcasting","desc":"The sphinx casts one of the following spells, requiring no spell components and using CHA as the spellcasting ability (spell save DC 17).<br>At will: _detect magic_, _minor illusion_, _prestidigitation_<br>3/day each: _augury_ (as an action), _major image_, _suggestion_, _tongues_<br>1/day: h*allucinatory terrain* (as an action)"}],"bonus_actions":[{"name":"Psychic Connection","desc":"One creature the sphinx can see within 60 feet of it must succeed on a DC 17 WIS save or be mentally connected to the sphinx until the sphinx chooses to end it or until the sphinx dies or the target dies. While connected in this way, the sphinx can cause the target to experience one of the following effects at the start of each of the target's turns. The effect lasts until the start of the target's next turn or until the connection ends. The target can repeat the save at the end of each of its turns, ending the connection on a success.\n- **Disoriented.** When the target moves, it moves in a random direction.\n- **Distracted.** When the target casts a spell, it must succeed on a DC 17 WIS save or be unable to cast the spell, using the action, bonus action, or reaction to cast the spell but not expending the spell slot or similar limited use of the spell.\n- **Seeing Double.** The target has disadvantage on weapon attack rolls."}],"reactions":[],"legendary_desc":"The sphinx 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 sphinx regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Teleport","desc":"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The sphinx uses Spellcasting."},{"name":"Psychic Burst (Costs 2 Actions)","desc":"The sphinx sends out a burst of psychic energy. Each creature within 20 feet of the sphinx that has an INT of 8 or higher must succeed on a DC 17 INT save or be incapacitated until the end of its next turn, as it reels from the psychic onslaught."}],"special_abilities":[{"name":"Inscrutable","desc":"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. WIS (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."},{"name":"Monstrosity Resilience","desc":"The sphinx is resistant to exhaustion and to the frightened condition."},{"name":"Psychic Claws","desc":"The sphinx's Claw attacks are magical. When the sphinx hits with a Claw attack, the Claw deals an extra 3d6 psychic damage (included in the attack)."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gynosphinx/"},{"slug":"husk_demon_bf","desc":"","name":"Husk Demon","size":"medium","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":15,"armor_desc":null,"hit_points":82,"hit_dice":"","speed":{"walk":40,"fly":25},"strength":12,"dexterity":20,"constitution":16,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":1,"dexterity_save":5,"constitution_save":3,"intelligence_save":-2,"wisdom_save":-1,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Demonic Resilience","damage_immunities":"necrotic,exhaustion,prone,Demonic Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Void Speech,telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The husk demon makes two Life Drain attacks."},{"name":"Life Drain","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8+3) slashing damage plus 9 (2d8) necrotic damage, and the husk demon regains HP equal to half the necrotic damage dealt. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creatures finishes a long rest. The target dies if this effect reduces its HP maximum to 0."}],"bonus_actions":[{"name":"Soul Feed","desc":"The husk demon feasts on the light in the soul of up to two creatures it can see within 20 feet of it, causing one of the following effects. Each target must succeed on a DC 15 CHA save or suffer the chosen effect. A creature that fails the save against Soul Feed two rounds in a row suffers one level of exhaustion.\n- **Happiness Feast.** The husk demon feasts on the target's happiness, causing the target to become crestfallen. The target has disadvantage on attack rolls until the end of its next turn.\n- **Hope Feast.** The husk demon feasts on the target's hope, causing the target to become despondent. The target has disadvantage on saves until the end of its next turn.\n- **Motivation Feast.** The husk demon feasts on the target's motivation, causing the target to lose its ambitions and become apathetic. The target's speed is halved until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The husk demon can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Demonic Resilience","desc":"The husk demon is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The husk demon has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_husk-demon/"},{"slug":"manticore_bf","desc":"","name":"Manticore","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":30,"fly":50},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":3,"dexterity_save":3,"constitution_save":3,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-1,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The manticore makes one Bite attack and two Claw attacks, or it makes two Tail Spike attacks. If both Tail Spike attacks hit one creature, the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."},{"name":"Tail Spike","desc":"_Ranged Weapon Attack:_ +5 to hit, range 100/200 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 5 (2d4) poison damage."}],"bonus_actions":[],"reactions":[{"name":"Spiky Retaliation","desc":"When a creature the manticore can see hits it with a melee attack while within 5 feet of it, the manticore can jab a spike into the attacker. The attacker must succeed on a DC 13 DEX save or take 5 (2d4) poison damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The manticore can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 WIS (Insight) check."},{"name":"Monstrosity Resilience","desc":"The manticore is resistant to exhaustion and to the frightened condition."},{"name":"Tail Spike Regrowth","desc":"The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_manticore/"},{"slug":"medusa_bf","desc":"","name":"Medusa","size":"medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":112,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":16,"intelligence":14,"wisdom":12,"charisma":22,"strength_save":0,"dexterity_save":4,"constitution_save":3,"intelligence_save":2,"wisdom_save":1,"charisma_save":6,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"petrified,Monstrosity Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The medusa makes one Snake Hair attack and two Shortsword attacks, or it makes three Longbow attacks."},{"name":"Snake Hair","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 14 (4d6) poison damage."},{"name":"Shortsword","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) piercing damage plus 7 (2d6) poison damage."},{"name":"Longbow","desc":"_Ranged Weapon Attack:_ +7 to hit, range 150/600 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 7 (2d6) poison damage."}],"bonus_actions":[],"reactions":[{"name":"Interruptive Hiss","desc":"When a creature the medusa can see targets it with an attack, the medusa's snakes can suddenly rise and hiss at the attacker. The attacker must succeed on a DC 14 WIS save or fail the attack roll."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Monstrosity Resilience","desc":"The medusa is resistant to exhaustion and to the frightened condition."},{"name":"Petrifying Gaze","desc":"When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 CON save if the medusa isn't incapacitated and can see the creature. If the save fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the save at the end of its next turn, becoming petrified on a failure or ending the effect on itself on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.<br>Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.<br> If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa, due to its curse, is affected by its own gaze. A medusa isn't resistant to its own gaze."},{"name":"Snake Friend","desc":"The medusa can communicate with snakes as if they shared a language, and snakes can't be petrified by the medusa's Petrifying Gaze."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_medusa/"},{"slug":"minotaur_bf","desc":"","name":"Minotaur","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":16,"charisma":8,"strength_save":6,"dexterity_save":0,"constitution_save":3,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-1,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The minotaur makes one Gore attack and one Greataxe attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage."},{"name":"Greataxe","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage."}],"bonus_actions":[{"name":"Bleeding Frenzy (44 HP or Fewer)","desc":"The minotaur enters a frenzy until the start of its next turn. Until the frenzy ends, the minotaur deals an extra 3 (1d6) damage of the weapon's type each time it hits with a melee weapon attack, and the minotaur takes an extra 3 (1d6) damage of the weapon's type the first time it is hit with a melee weapon attack before the frenzy ends."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the minotaur and knocked prone."},{"name":"Labyrinthine Recall","desc":"The minotaur can perfectly recall any path it has traveled."},{"name":"Monstrosity Resilience","desc":"The minotaur is resistant to exhaustion and to the frightened condition."},{"name":"Reckless","desc":"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."},{"name":"Siege Monster","desc":"The minotaur deals double damage to objects and structures."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_minotaur/"}]}