{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-senses&page=12","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-senses&page=10","results":[{"slug":"egret-harpy","desc":"This winged female has a short torso and long, gangly legs. Her wingspan is wider than her body is tall. Despite her awkward appearance, she moves with incredible grace._  \n**Protectors of the Marsh.** Egret harpies look after marshland flora and fauna, often allying themselves with druids and rangers who occupy the same area.  \n**Uncommonly Hospitable.** While most harpies have a reputation for sadism and bloodlust, egret harpies are considerably more welcoming. They possess the same alluring song all harpies have, but they can modulate the song to allow their captivated targets safe passage toward them. They often use their songs to prevent intruders from harming their home marshes. They can end their song in a mighty crescendo, imposing their will on those charmed by the song. The harpies typically coerce intruders to repair damages wreaked upon the marsh or to merely leave and never return. If a harpy suspects the intruders are unrepentant, she stops playing nice and allows her victims to fall prey to the marsh’s hazards.  \n**Powerful Yet Graceful.** The wings that hold the egret harpy’s larger frame aloft also serve as weapons. A powerful buffet from the harpy’s wing can knock down weaker foes. The harpy’s gawky build belies a fluidity to her movements, allowing her to balance on one leg even while engaged in battle.","name":"Egret Harpy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":null,"hit_points":75,"hit_dice":"10d8+30","speed":{"fly":60,"walk":30},"strength":16,"dexterity":14,"constitution":17,"intelligence":11,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":4,"nature":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The egret harpy makes two attacks: one with its spear and one with its talons."},{"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":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Wing Buffet (Recharge 5-6)","desc":"The egret harpy beats its wings rapidly. Each Medium or smaller creature within 5 feet of the harpy must make a DC 13 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."},{"name":"Guiding Song","desc":"The egret harpy sings a magical melody. Each humanoid and giant of the harpy's choice within 300 feet of the harpy has advantage on Wisdom (Survival) checks to navigate marshes, and difficult terrain composed of mud, standing water, or other features of a marsh doesn't cost it extra movement. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.\n\nThe harpy can use an action to end the song and cast mass suggestion. Each creature that can hear the harpy's song must succeed on a DC 12 Wisdom saving throw or be affected by the spell for 8 hours. If the harpy chooses to end the song this way, it can't use Guiding Song again until it finishes a long rest."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting (3/Day)","desc":"The egret harpy can innately cast suggestion, requiring no material components. Its innate spellcasting ability is Charisma."}],"spell_list":[],"page_no":122,"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_egret-harpy/"},{"slug":"mangrove-treant","desc":"Gnarled roots reaching deep into the muck act as legs for this group of trees conjoined into a sentient being._  \n**Ancient Grove Guardians.** Mangrove treants provide shelter and a resource-rich environment for many creatures. They extend their roots into the water, where several species of fish thrive. Biting and stinging insects, most notably mosquitos, dart about in cloud-like formations near the water’s surface. Arboreal animals nest high among the treants’ boughs mostly removed from the depredations of the insects. Unlike their forest cousins, these swampland treants are more concerned with the safety of those under their protection and less concerned with the overall health of the swamp. They decisively react to direct threats to themselves and the creatures within their boughs and roots, but they may not act if something endangers an area outside their immediate groves.  \nMangrove treants continue to grow throughout their extraordinarily long lives, which can reach millennia if they see no external disruptions. The treants also add ordinary mangrove trees into their gestalt, incorporating the trees’ ecosystems into its whole.  \n**Friend to Lizardfolk.** While a mangrove treant is generally wary of civilization, it befriends Open Game License","name":"Mangrove Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"13d12+52","speed":{"walk":30},"strength":20,"dexterity":7,"constitution":19,"intelligence":12,"wisdom":15,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"nature":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Draconic, Druidic, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The mangrove treant makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d8+5"},{"name":"Mangrove Mosquitos","desc":"The mangrove treant calls a swarm of mosquitos from its branches. The swarm of mosquitos uses the statistics of a swarm of insects, except it has a flying speed of 30 feet. The swarm acts an ally of the treant and obeys its spoken commands. The swarm remains for 1 day, until the treant dies, or until the treant dismisses it as a bonus action.\n\nThe treant can have only one swarm of mosquitos at a time. If it calls another, the previous swarm disperses."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the mangrove treant remains motionless, it is indistinguishable from an ordinary mangrove tree."},{"name":"Grasping Roots","desc":"The treant has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."},{"name":"Siege Monster","desc":"The mangrove treant deals double damage to objects and structures."},{"name":"Tiny Spies","desc":"The mangrove treant can communicate with mosquitos as if they shared a language. The mosquitos alert the treant to the presence of intruders, and the treant has advantage on Wisdom (Perception) checks to notice creatures within 60 feet of it."}],"spell_list":[],"page_no":350,"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_mangrove-treant/"},{"slug":"snow-giant","desc":"Flurries drift from the body of this gigantic humanoid seemingly crafted from snow. Its simple clothes are almost pointless, and it carries a massive icicle as a club._  \n**Subservient to Frost Giants.** Snow giants inhabit the same territory as Open Game License","name":"Snow Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":11,"armor_desc":null,"hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":19,"dexterity":12,"constitution":20,"intelligence":9,"wisdom":15,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"athletics":7,"stealth":4,"survival":5},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold","condition_immunities":"grappled, restrained","senses":"passive Perception 12","languages":"Common, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The snow giant makes two club attacks."},{"name":"Club","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"3d4+4"},{"name":"Giant Snowball","desc":"Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 4 (1d8) cold damage, and the target must succeed on a DC 16 Dexterity save or be blinded until the end of its next turn.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Snow Camouflage","desc":"The snow giant has advantage on Dexterity (Stealth) checks made to hide in snowy terrain."},{"name":"Snow Regeneration","desc":"The snow giant regains 5 hp at the start of its turn if it has at least 1 hp and it is in snowy terrain."}],"spell_list":[],"page_no":174,"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-giant/"},{"slug":"swarm-of-compsognathus","desc":"The curious bipedal lizard lets out a musical chirp. More chirps respond from within the nearby grass, becoming a sinister chorus._  \nOpen Game License","name":"Swarm of Compsognathus","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":12,"intelligence":4,"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":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, prone, restrained, stunned","senses":"passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hp or fewer.","attack_bonus":4,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Grasslands Camouflage","desc":"The compsognathus has advantage on Dexterity (Stealth) checks made to hide in tall grass."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny compsognathus. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":108,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_swarm-of-compsognathus/"},{"slug":"acolyte-a5e","desc":"","name":"Acolyte","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":10,"dexterity":10,"constitution":12,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the acolyte can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Bless (1st-Level; V, S, M, Concentration)","desc":"Up to three creatures within 30 feet add a d4 to attack rolls and saving throws for 1 minute."},{"name":"Cure Wounds (1st-Level; V, S)","desc":"The acolyte touches a willing living creature  restoring 6 (1d8 + 2) hit points to it."},{"name":"An acolyte is a priest in training or an assistant to a more senior member of the clergy","desc":"While acolytes may be found acting as servants or messengers in major temples  an acolyte may also be the only representative of their faith serving a village or roadside shrine."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The acolyte is a 2nd level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (3 slots): bless\n cure wounds\n sanctuary"}],"spell_list":[],"page_no":486,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_acolyte/"},{"slug":"arcane-blademaster-a5e","desc":"","name":"Arcane Blademaster","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":256,"hit_dice":"27d8+135","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":20,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":11,"wisdom_save":8,"charisma_save":null,"perception":null,"skills":{"arcana":11,"athletics":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any six","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The arcane blademaster attacks four times and casts a cantrip."},{"name":"Longsword","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage."},{"name":"Composite Longbow","desc":"Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."},{"name":"Shocking Grasp (Cantrip; V, S)","desc":"Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 18 (4d8) lightning damage  and the target can't take reactions until the start of its next turn."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage."},{"name":"Globe of Invulnerability (6th-Level; V, S, M, Concentration)","desc":"A glimmering 10-foot-radius sphere appears around the blademaster. It remains for 1 minute and doesnt move with the blademaster. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere  even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside."},{"name":"Teleport (7th-Level; V)","desc":"The blademaster teleports to a location they are familiar with on the same plane of existence."},{"name":"Unholy Star (7th-Level; V, S)","desc":"A meteor explodes at a point the blademaster can see 100 feet directly above them. Each creature within 120 feet that can see the meteor (other than the blademaster) makes a DC 19 Dexterity saving throw. On a failure  it is blinded until the end of the blademasters next turn. Four fiery chunks of the meteor then plummet to the ground at different points chosen by the blademaster that are within range  to explode in 5-foot-radius areas. Each creature in an area makes a DC 19 Dexterity saving throw  taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save or half damage on a successful one. A creature in more than one area is affected only once. Flammable unattended objects catch fire."},{"name":"Power Word Stun (8th-Level; V)","desc":"The blademaster utters a powerful word that stuns one creature that has 150 hit points or less and is within 60 feet (if it has more hit points  it is instead rattled until the end of its next turn). The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Meteor Swarm (9th-Level; V, S)","desc":"Scorching 40-foot-radius spheres of flame strike the ground at 4 different points chosen by the blademaster within 1 mile. The effects of a sphere reach around corners. Creatures and objects in the area make a DC 19 Dexterity saving throw  taking 49 (14d6) fire damage and 49 (14d6) bludgeoning damage on a failure or half damage on a success. A creature in more than one area is affected only once. Flammable unattended objects catch fire."}],"bonus_actions":[{"name":"Improved War Magic","desc":"When the blademaster uses an action to cast a spell, they can make one weapon attack."},{"name":"Misty Step (2nd-Level; V)","desc":"The blademaster teleports to an unoccupied space they can see within 30 feet. The blademaster can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Duelist","desc":"When the blademaster is wielding a single melee weapon, their weapon attacks deal an extra 2 damage (included below)."},{"name":"Magic Resistance","desc":"The blademaster has advantage on saving throws against spells and magical effects."},{"name":"Steel Focus","desc":"The blademaster has advantage on Constitution saving throws made to maintain concentration on spells."},{"name":"Superior Heavy Armor Master","desc":"While wearing heavy armor, the blademaster reduces any bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5."},{"name":"Spellcasting","desc":"The arcane blademaster is a 20th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 19\n +11 to hit with spell attacks). The arcane blademaster has the following wizard spells prepared:\n Cantrips (at will): acid splash\n fire bolt\n shocking grasp\n true strike\n 1st-level (4 slots): burning hands\n charm person\n magic missile\n sleep\n 2nd-level (3 slots): magic weapon\n misty step\n see invisibility\n 3rd-level (3 slots): dispel magic\n fireball\n fly\n lightning bolt\n tongues\n 4th-level (3 slots): fire shield\n stoneskin\n wall of fire\n 5th-level (3 slots): cone of cold\n conjure elemental\n hold monster\n telekinesis\n 6th-level (2 slots): globe of invulnerability\n sunbeam\n 7th-level (2 slots): teleport\n unholy star\n 8th-level (1 slot): power word stun\n 9th-level (1 slot): meteor swarm"}],"spell_list":[],"page_no":479,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_arcane-blademaster/"},{"slug":"berserker-a5e","desc":"","name":"Berserker","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":14,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":4,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"intimidation":3,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The berserker attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Berserkers are lightly-armored and heavily-armed shock troops","desc":"In battle  they tend to prefer charges and heroic single combats over formations and disciplined marches."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodied Frenzy","desc":"While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage."},{"name":"Unarmored Defense","desc":"The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier."}],"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_berserker/"},{"slug":"blood-hawk-a5e","desc":"","name":"Blood Hawk","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":7,"hit_dice":"2d6","speed":{"walk":10,"fly":60},"strength":6,"dexterity":12,"constitution":10,"intelligence":2,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The hawk has advantage on Perception checks that rely on sight."},{"name":"Pack Tactics","desc":"The hawk has advantage on attack rolls against a creature if at least one of the hawks allies is within 5 feet of the creature and not incapacitated."}],"spell_list":[],"page_no":440,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_blood-hawk/"},{"slug":"cult-fanatic-a5e","desc":"","name":"Cult Fanatic","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Command (1st-Level; V)","desc":"One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure  the target uses its next turn to grovel (falling prone and then ending its turn)."},{"name":"Inflict Wounds (1st-Level; V, S)","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage."},{"name":"Blindness/Deafness (2nd-Level; V)","desc":"One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure  the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Hold Person (2nd-Level; V, S, M, Concentration)","desc":"One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fanatic","desc":"The cult fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Spellcasting","desc":"The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person"}],"spell_list":[],"page_no":472,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_cult-fanatic/"},{"slug":"deer-a5e","desc":"","name":"Deer","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":4,"hit_dice":"1d8","speed":{"walk":50},"strength":10,"dexterity":16,"constitution":10,"intelligence":2,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage."},{"name":"Headbutt","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The deer has advantage on Perception checks that rely on smell."}],"spell_list":[],"page_no":442,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_deer/"},{"slug":"dragon-cultist-a5e","desc":"","name":"Dragon Cultist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw  taking 4 (1d8) radiant damage on a failure. This spell ignores cover."},{"name":"Command (1st-Level; V)","desc":"One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure  the target uses its next turn to grovel (falling prone and then ending its turn)."},{"name":"Inflict Wounds (1st-Level; V, S)","desc":"Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage."},{"name":"Blindness/Deafness (2nd-Level; V)","desc":"One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure  the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the effect on a success."},{"name":"Hold Person (2nd-Level; V, S, M, Concentration)","desc":"One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure  the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns  ending the effect on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fanatic","desc":"The cult fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Immunity","desc":"A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon."},{"name":"Spellcasting","desc":"The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person"}],"spell_list":[],"page_no":473,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dragon-cultist/"},{"slug":"giant-elk-a5e","desc":"","name":"Giant Elk","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":42,"hit_dice":"5d12+10","speed":{"walk":60},"strength":18,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Giant Elk, understands but can't speak Common, Elvish, and Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature and the elk moves at least 20 feet straight towards the target before the attack  the target makes a DC 14 Strength saving throw  falling prone on a failure."}],"bonus_actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 9 (2d4+4) bludgeoning damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":446,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_giant-elk/"},{"slug":"guard-a5e","desc":"","name":"Guard","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":492,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_guard/"},{"slug":"guard-squad-a5e","desc":"","name":"Guard Squad","size":"Large","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"3","cr":3.0,"actions":[{"name":"Spears","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 feet  one target. Hit: 17 (5d6) piercing damage  or half damage if the squad is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The squad takes double damage from any effect that targets an area."},{"name":"Squad Dispersal","desc":"When the squad is reduced to 0 hit points, it turns into 2 (1d4) guards with 5 hit points each."},{"name":"Squad","desc":"The squad is composed of 5 or more guards. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The squad can move through any opening large enough for one Medium creature without squeezing."}],"spell_list":[],"page_no":492,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_guard-squad/"},{"slug":"hill-dwarf-wrestler-a5e","desc":"","name":"Hill Dwarf Wrestler","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":40},"strength":16,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The pugilist attacks three times with their fists."},{"name":"Fists","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."},{"name":"Grab","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage  and the target is grappled (escape DC 13). Until this grapple ends  the pugilist can't grapple a different target."},{"name":"Pin","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 13 (3d6 + 3) bludgeoning damage  and the target is restrained until the grapple ends."},{"name":"Body Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled creature. Hit: 20 (5d6 + 3) bludgeoning damage  and the grapple ends."}],"bonus_actions":[{"name":"Haymaker (1/Day)","desc":"The pugilist attacks with their fists. On a hit, the attack deals an extra 7 (2d6) damage."},{"name":"Head Shot (1/Day)","desc":"The pugilist attacks with their fists. On a hit, the target makes a DC 13 Constitution saving throw. On a failure, it is stunned until the end of the pugilists next turn."}],"reactions":[{"name":"Opportune Jab","desc":"If a creature attempts to grapple the pugilist, the pugilist attacks that creature with their fists."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unarmored Defense","desc":"The pugilists AC equals 10 + their Dexterity modifier + their Wisdom modifier."}],"spell_list":[],"page_no":495,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_hill-dwarf-wrestler/"},{"slug":"knight-a5e","desc":"","name":"Knight","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"history":0,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The knight attacks twice with their greatsword."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."}],"spell_list":[],"page_no":476,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_knight/"},{"slug":"lizardfolk-a5e","desc":"","name":"Lizardfolk","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"swim":30},"strength":14,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The lizardfolk attacks with its club and shield."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 9 (2d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Club","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."},{"name":"Shield","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The lizardfolk can hold its breath for 15 minutes."}],"spell_list":[],"page_no":309,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_lizardfolk/"},{"slug":"mountain-dwarf-defender-a5e","desc":"","name":"Mountain Dwarf Defender","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":14,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":5,"history":0,"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The defender attacks twice with their warhammer."},{"name":"Warhammer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage."},{"name":"Lance (Mounted Only)","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack  they deal an extra 6 (1d12) piercing damage  and the target makes a DC 13 Strength saving throw  falling prone on a failure. This attack is made at disadvantage against targets within 5 feet."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute  inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight cannot target themselves."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The knight has advantage on saving throws against being frightened."},{"name":"Steadfast","desc":"When a defender would be pushed, pulled, or knocked prone, they are not knocked prone, and the distance of any push or pull is reduced by 10 feet."}],"spell_list":[],"page_no":477,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mountain-dwarf-defender/"},{"slug":"mountain-dwarf-soldier-a5e","desc":"","name":"Mountain Dwarf Soldier","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":4,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage  or 9 (2d6 + 2) slashing damage if within 5 feet of an ally that is not incapacitated."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."}],"bonus_actions":[{"name":"Tactical Movement","desc":"Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":493,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mountain-dwarf-soldier/"},{"slug":"ork-urk-a5e","desc":"","name":"Ork Urk","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":40},"strength":14,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":10,"charisma":12,"strength_save":4,"dexterity_save":2,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":4,"intimidation":3,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The berserker attacks twice."},{"name":"Greataxe","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage."},{"name":"Handaxe","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Aggressive Charge","desc":"The urk moves up to their Speed towards an enemy they can see or hear."},{"name":"Warriors who fight on the front lines of an orc war horde gain a special title: urk, meaning doomed","desc":" Other orc warriors treat urks with the deference due the sacred nature of their rage and sacrifice."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodied Frenzy","desc":"While the berserker is bloodied, they make all attacks with advantage and all attacks against them are made with advantage."},{"name":"Unarmored Defense","desc":"The berserkers AC equals 10 + their Dexterity modifier + their Constitution modifier."}],"spell_list":[],"page_no":497,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_ork-urk/"},{"slug":"pugilist-a5e","desc":"","name":"Pugilist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":40},"strength":16,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":5,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The pugilist attacks three times with their fists."},{"name":"Fists","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage."}],"bonus_actions":[{"name":"Haymaker (1/Day)","desc":"The pugilist attacks with their fists. On a hit, the attack deals an extra 7 (2d6) damage."},{"name":"Head Shot (1/Day)","desc":"The pugilist attacks with their fists. On a hit, the target makes a DC 13 Constitution saving throw. On a failure, it is stunned until the end of the pugilists next turn."}],"reactions":[{"name":"Opportune Jab","desc":"If a creature attempts to grapple the pugilist, the pugilist attacks that creature with their fists."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Unarmored Defense","desc":"The pugilists AC equals 10 + their Dexterity modifier + their Wisdom modifier."}],"spell_list":[],"page_no":495,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_pugilist/"},{"slug":"satyr-a5e","desc":"","name":"Satyr","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":40},"strength":12,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"performance":5,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Elvish, Sylvan","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage  or 8 (2d6 + 1) bludgeoning damage if the satyr moves at least 20 feet straight towards the target before the attack."},{"name":"Rapier","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Dance Tune","desc":"Each humanoid  fey  or giant within 30 feet that can hear the satyr makes a DC 13 Wisdom saving throw. On a failure  it must dance until the beginning of the satyrs next turn. While dancing  its movement speed is halved  and it has disadvantage on attack rolls. Satyrs dont suffer the negative consequences of dancing. If a creatures saving throw is successful or the effect ends for it  it is immune to any satyrs Dance Tune for 24 hours. This is a magical charm effect."},{"name":"Lullaby","desc":"Each humanoid or giant within 30 feet that can hear the satyr makes a DC 13 Constitution saving throw. On a failure  it falls asleep. It wakes up if a creature uses an action to wake it or if the satyr ends a turn without using its action to continue the lullaby. If a creatures saving throw is successful or the effect ends for it  it is immune to any satyrs Lullaby for 24 hours. This is a magical charm effect."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The satyr has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":380,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_satyr/"},{"slug":"scorpionfolk-a5e","desc":"","name":"Scorpionfolk","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Scorpionfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scorpionfolk/"},{"slug":"scorpionfolk-imperator-a5e","desc":"","name":"Scorpionfolk Imperator","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":52,"hit_dice":"7d10+14","speed":{"walk":40},"strength":14,"dexterity":12,"constitution":14,"intelligence":18,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":3,"survival":2,"arcana":2,"history":2,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"Common, Scorpionfolk","challenge_rating":"5","cr":5.0,"actions":[{"name":"Claw","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage  and the target is grappled (escape DC 12). Until this grapple ends  the scorpionfolk can't attack a different target with its claws."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Sacred Flame (Cantrip; V, S)","desc":"One creature the imperator can see within 60 feet makes a DC 14 Dexterity saving throw  taking 9 (2d8) radiant damage on a failure. This spell ignores cover."},{"name":"Cure Wounds (1st-Level; V, S)","desc":"The imperator touches a willing living creature  restoring 8 (1d8 + 4) hit points to it."},{"name":"Burning Gust of Wind (2nd-Level: V, S, M)","desc":"A hot blast of wind erupts from the imperators claw in a line 10 feet wide and 60 feet long. It extinguishes small fires and disperses vapors. For 1 minute or until the imperators concentration is broken  each creature that starts its turn in the area or moves into the area must succeed on a DC 14 Strength saving throw or be pushed 15 feet directly away and take 7 (2d6) fire damage. A creature in the area must spend 2 feet of movement for every foot moved towards the imperator. The imperator can change the direction of the gust with a bonus action."},{"name":"Venomous Fireball (3rd-Level; V, S, M)","desc":"Green fire streaks from the imperator to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) poison damage on a failed save or half damage on a success. A creature that fails the save is also poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Sting","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target makes a DC 12 Constitution saving throw, taking 16 (3d10) poison damage on a failure or half damage on a success."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The imperator is a 5th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). It has the following cleric and wizard spells prepared:\n Cantrips (at will): light\n sacred flame\n 1st-level (4 slots): create or destroy water\n healing word\n 2nd-level (3 slots): burning gust of wind\n lesser restoration\n 3rd-level (2 slots): major image\n venomous fireball"}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scorpionfolk-imperator/"},{"slug":"soldier-a5e","desc":"","name":"Soldier","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":4,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any one","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 9 (2d6 + 2) piercing damage if within 5 feet of an ally that is not incapacitated."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage."}],"bonus_actions":[{"name":"Tactical Movement","desc":"Until the end of the soldiers turn, their Speed is halved and their movement doesnt provoke opportunity attacks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":493,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_soldier/"},{"slug":"veteran-a5e","desc":"","name":"Veteran","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":5,"dexterity_save":3,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"intimidation":2,"perception":2,"survival":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 12","languages":"any two","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The veteran makes two melee attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage."},{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage."}],"bonus_actions":[{"name":"Tactical Movement","desc":"Until the end of the veterans turn, their Speed is halved and their movement doesnt provoke opportunity attacks."}],"reactions":[{"name":"Off-Hand Counter","desc":"When the veteran is missed by a melee attack by an attacker they can see within 5 feet, the veteran makes a shortsword attack against the attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":494,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_veteran/"},{"slug":"wereboar-a5e","desc":"","name":"Wereboar","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":16,"dexterity":10,"constitution":14,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"damage from nonmagical, non-silvered weapons","condition_immunities":"","senses":"passive Perception 12","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","desc":"The wereboar makes two attacks  only one of which can be with its tusks."},{"name":"Maul (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage."},{"name":"Tusks (Boar or Hybrid Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the boar moves at least 20 feet straight towards the target before the attack  the attack deals an extra 7 (2d6) slashing damage. If the target is a creature  it makes a DC 13 Strength saving throw  falling prone on a failure. If the target is a humanoid  it makes a DC 12 Constitution saving throw. On a failure  it is cursed with wereboar lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The wereboar changes its form to a boar, a boar-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in boar form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Tusks (While Bloodied","desc":"The wereboar attacks with its tusks."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Relentless (1/Day)","desc":"If the wereboar takes 14 or less damage that would reduce it to 0 hit points, it is instead reduced to 1 hit point."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wereboar/"},{"slug":"blackknightcommander-tob1-2023","desc":"False","name":"Black Knight Commander","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":18,"armor_desc":"plate","hit_points":91,"hit_dice":"14d8 + 28","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":11,"skills":{"Animal Handling":7,"Athletics":7,"Intimidation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 11","languages":"any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The black knight commander makes one Lance attack and two Mace attacks. If the commander is mounted, its mount can then make one Hooves attack. If both Mace attacks hit one creature, the target takes an extra 7 (2d6) bludgeoning damage."},{"name":"Lance","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage."},{"name":"Mace","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage."},{"name":"Frightful Charge (Recharges after a Short or Long Rest)","desc":"While mounted, the black knight commander lets loose a terrifying cry. It then moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can make a DC 15 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hateful Presence","desc":"Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon damage rolls but can't use the Help action."},{"name":"Locked Saddle","desc":"The black knight commander can't be knocked prone, dismounted, or moved against its will while mounted."},{"name":"Mounted Charge","desc":"If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction."},{"name":"Mounted Warrior","desc":"The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can't be charmed or frightened."}],"spell_list":[],"page_no":406,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_black-knight-commander/"},{"slug":"cobbleswarm-tob1-2023","desc":"False","name":"Cobbleswarm","size":"Medium","type":"Swarm","subtype":"","group":"null","alignment":"Unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d8","speed":{"walk":30},"strength":12,"dexterity":11,"constitution":11,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"False","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 11","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Stings","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 15 (6d4) piercing damage, or 7 (3d4) piercing damage if the swarm has half its hp or fewer."}],"bonus_actions":[{"name":"Shift and Tumble","desc":"The cobbleswarm pushes a prone creature in its space up to 5 feet away from it."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"False Appearance","desc":"While the cobbleswarm remains motionless, it is indistinguishable from normal stones."},{"name":"Shifting Floor","desc":"Whenever the cobbleswarm moves into a creature's space or starts its turn in another creature's space, the creature must succeed on a DC 13 Dexterity saving throw or fall prone. A prone creature must succeed on a DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm."},{"name":"Swarm","desc":"The cobbleswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":67,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_cobbleswarm/"},{"slug":"ramag-tob1-2023","desc":"False","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"leather armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Arcana":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 11","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Portal Traveler (Recharge 5-6)","desc":"The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a DC 13 Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."},{"name":"Portal Sense","desc":"The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it."}],"spell_list":[],"page_no":299,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ramag/"},{"slug":"ychenbannog-tob1-2023","desc":"False","name":"Ychen Bannog","size":"Gargantuan","type":"Beast","subtype":"","group":"null","alignment":"Unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":186,"hit_dice":"12d20 + 60","speed":{"walk":50},"strength":28,"dexterity":10,"constitution":21,"intelligence":3,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning","damage_immunities":"False","condition_immunities":"exhaustion","senses":"passive Perception 11","languages":"—","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The ychen bannog makes one Gore attack and two Stomp attacks."},{"name":"Gore","desc":"Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice."},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone."},{"name":"Deafening Bellow (Recharge 5-6)","desc":"The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 44 (8d10) thunder damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw."},{"name":"Overrun (Recharge 6)","desc":"The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the ychen bannog enters a creature's space during this move, that creature must make a DC 17 Dexterity saving throw. On a failure, a creature takes 54 (12d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Siege Monster","desc":"The ychen bannog deals double damage to objects and structures."}],"spell_list":[],"page_no":401,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ychen-bannog/"},{"slug":"nodosaurus","desc":"","name":"Nodosaurus","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":30},"strength":17,"dexterity":11,"constitution":14,"intelligence":2,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"attack_bonus":5,"damage_dice":"2d8+3","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.","name":"Tail"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The nodosaurus has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.","name":"Swamp Camouflage"}],"spell_list":[],"page_no":109,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_nodosaurus/"},{"slug":"ouroban","desc":"","name":"Ouroban","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"plate","hit_points":209,"hit_dice":"38d8+38","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":13,"intelligence":12,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":null,"skills":{"athletics":8,"intimidation":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ouroban makes three attacks with its greatsword.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.","name":"Greatsword"},{"attack_bonus":5,"damage_dice":"1d10+4","desc":"Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","name":"Heavy Crossbow"},{"desc":"The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge after a Short or Long Rest)"},{"desc":"The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.\n\nThe ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires.","name":"Abyssal Fires (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn.","name":"Devastate (Recharge 5-6)"},{"desc":"Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.","name":"Fire Absorption"},{"desc":"The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant)\n2nd level (3 slots): branding smite, lesser restoration, zone of truth\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (1 slot): banishment","name":"Spellcasting"}],"spell_list":[],"page_no":293,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ouroban/"},{"slug":"ramag-portal-master","desc":"","name":"Ramag Portal Master","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"15 with mage armor","hit_points":71,"hit_dice":"13d8+13","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":18,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":7,"history":7,"investigation":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Abyssal, Celestial, Common, Giant, Infernal","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ramag portal master makes two lightning stroke attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 14 (4d6) force damage.","name":"Gate Seal"},{"attack_bonus":7,"damage_dice":"4d6","desc":"Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (4d6) lightning damage. If the target is a creature, it can't take reactions until the start of the ramag's next turn.","name":"Lightning Stroke"},{"desc":"The ramag magically empowers its gate seal to dampen teleportation, planar gates, and portals within 60 feet of it. A creature that attempts to teleport while within or into the area must succeed on a DC 15 Charisma saving throw or the teleport fails. Spells and abilities that conjure creatures or objects automatically fail, and portals or gates are suppressed while they remain in the area. The seal lasts 1 hour, or until the ramag loses concentration on it as if concentrating on a spell.","name":"Dimensional Seal (Recharges after a Short or Long Rest)"},{"desc":"The ramag creates two magical gateways in unoccupied spaces it can see within 100 feet of it. The gateways appear as shimmering, opaque ovals in the air. A creature that moves into one gateway appears at the other immediately. The gateways last for 1 minute, or until the ramag loses concentration on them as if concentrating on a spell.","name":"Weave Dimensions"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ramag has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The ramag portal master is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:\nCantrips (at will): fire bolt, light, prestidigitation, shocking grasp\n1st level (4 slots): burning hands, mage armor, magic missile\n2nd level (3 slots): arcane lock, hold person, levitate, misty step\n3rd level (3 slots): counterspell, dispel magic, fireball\n4th level (1 slot): banishment","name":"Spellcasting"}],"spell_list":[],"page_no":313,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ramag-portal-master/"},{"slug":"black-knight-commander","desc":"","name":"Black Knight Commander","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":14,"intelligence":12,"wisdom":13,"charisma":15,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":null,"skills":{"athletics":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two languages","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The black knight commander makes two melee attacks."},{"name":"Mace","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Lance","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d12"},{"name":"Frightful Charge (Recharges after a Short or Long Rest)","desc":"The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage."},{"name":"Hateful Aura","desc":"The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below)."},{"name":"Magic Weapons","desc":"The black knight commander's weapon attacks are made with magical (+1) weapons."}],"spell_list":[],"page_no":418,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_black-knight-commander/"},{"slug":"cobbleswarm","desc":"_The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward._  \nA cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.  \n**Paving Stone Mimics.** When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none.  \n**Trap Affinity.** Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason.","name":"Cobbleswarm","size":"Medium","type":"Monstrosity","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d8","speed":{"walk":30},"strength":12,"dexterity":11,"constitution":11,"intelligence":5,"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":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, stunned","senses":"passive Perception 11","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Stings","desc":"Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.","attack_bonus":3,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the swarm remains motionless, it is indistinguishable from normal stones."},{"name":"Shift and Tumble","desc":"As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet."},{"name":"Shifting Floor","desc":"Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_cobbleswarm/"},{"slug":"ramag","desc":"_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._  \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps.  \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading.  \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."}],"spell_list":[],"page_no":317,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ramag/"},{"slug":"ychen-bannog","desc":"_Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles._  \n**Strongest Beasts in the World.** Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease.  \n**Ychen Warships.** Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations.  \n**Louder Than Thunder.** When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls.","name":"Ychen Bannog","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"14d20+84","speed":{"walk":50},"strength":28,"dexterity":10,"constitution":23,"intelligence":3,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning","damage_immunities":"","condition_immunities":"exhaustion","senses":"passive Perception 11","languages":"-","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The ychen bannog makes one gore attack and one stomp attack."},{"name":"Gore","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.","attack_bonus":13,"damage_dice":"4d8"},{"name":"Stomp","desc":"Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.","attack_bonus":13,"damage_dice":"4d10"},{"name":"Destroying Bellow (Recharge 5-6)","desc":"The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ever-Sharp Horns","desc":"The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack."},{"name":"Overrun","desc":"When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action."},{"name":"Peaceful Creature","desc":"The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check."}],"spell_list":[],"page_no":413,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ychen-bannog/"},{"slug":"azer","desc":"","name":"Azer","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor, shield","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":15,"intelligence":12,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Ignan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Warhammer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","attack_bonus":5,"damage_dice":"1d8+1d6","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.","attack_bonus":0,"damage_dice":"1d10"},{"name":"Heated Weapons","desc":"When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)."},{"name":"Illumination","desc":"The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."}],"spell_list":[],"page_no":265,"environments":["Plane Of Fire","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_azer/"},{"slug":"baboon","desc":"","name":"Baboon","size":"Small","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":3,"hit_dice":"1d6","speed":{"walk":30,"climb":30},"strength":8,"dexterity":14,"constitution":11,"intelligence":4,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"0","cr":0.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.","attack_bonus":1,"damage_dice":"1d4","damage_bonus":-1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":367,"environments":["Hill","Jungle","Grassland","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_baboon/"},{"slug":"cult-fanatic","desc":"**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.","name":"Cult Fanatic","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-good alignment","armor_class":13,"armor_desc":"leather armor","hit_points":22,"hit_dice":"6d8+6","speed":{"walk":30},"strength":11,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"persuasion":4,"religion":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The fanatic makes two melee attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dark Devotion","desc":"The fanatic has advantage on saving throws against being charmed or frightened."},{"name":"Spellcasting","desc":"The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:\n\nCantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): command, inflict wounds, shield of faith\n* 2nd level (3 slots): hold person, spiritual weapon"}],"spell_list":["https://api.open5e.com/v2/spells/light/?format=json","https://api.open5e.com/v2/spells/sacred-flame/?format=json","https://api.open5e.com/v2/spells/thaumaturgy/?format=json","https://api.open5e.com/v2/spells/command/?format=json","https://api.open5e.com/v2/spells/inflict-wounds/?format=json","https://api.open5e.com/v2/spells/shield-of-faith/?format=json","https://api.open5e.com/v2/spells/hold-person/?format=json","https://api.open5e.com/v2/spells/spiritual-weapon/?format=json"],"page_no":398,"environments":["Temple","Desert","Urban","Sewer","Forest","Ruin","Jungle","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cult-fanatic/"},{"slug":"giant-goat","desc":"","name":"Giant Goat","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":19,"hit_dice":"3d10+3","speed":{"walk":40},"strength":17,"dexterity":11,"constitution":12,"intelligence":3,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"2d4","damage_bonus":3}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the goat moves at least 20 ft. straight toward a target and then hits it with a ram 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 knocked prone.","attack_bonus":0,"damage_dice":"2d4"},{"name":"Sure-Footed","desc":"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone."}],"spell_list":[],"page_no":376,"environments":["Hill","Hills","Grassland","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-goat/"},{"slug":"giant-sea-horse","desc":"Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.","name":"Giant Sea Horse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":16,"hit_dice":"3d10","speed":{"walk":0,"swim":40},"strength":12,"dexterity":15,"constitution":11,"intelligence":2,"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":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Ram","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d6","damage_bonus":1}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d6"},{"name":"Water Breathing","desc":"The sea horse can breathe only underwater."}],"spell_list":[],"page_no":378,"environments":["Underwater"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_giant-sea-horse/"},{"slug":"gladiator","desc":"**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.","name":"Gladiator","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":16,"armor_desc":"studded leather, shield","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":30},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":12,"charisma":15,"strength_save":7,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":10,"intimidation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any one language (usually Common)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The gladiator makes three melee attacks or two ranged attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":4},{"name":"Shield Bash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d4","damage_bonus":4}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Brave","desc":"The gladiator has advantage on saving throws against being frightened."},{"name":"Brute","desc":"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."}],"spell_list":[],"page_no":399,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gladiator/"},{"slug":"mage","desc":"**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.","name":"Mage","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"15 with _mage armor_","hit_points":40,"hit_dice":"9d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":11,"intelligence":17,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any four languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n* 1st level (4 slots): detect magic, mage armor, magic missile, shield\n* 2nd level (3 slots): misty step, suggestion\n* 3rd level (3 slots): counterspell, fireball, fly\n* 4th level (3 slots): greater invisibility, ice storm\n* 5th level (1 slot): cone of cold"}],"spell_list":["https://api.open5e.com/v2/spells/fire-bolt/?format=json","https://api.open5e.com/v2/spells/light/?format=json","https://api.open5e.com/v2/spells/mage-hand/?format=json","https://api.open5e.com/v2/spells/prestidigitation/?format=json","https://api.open5e.com/v2/spells/detect-magic/?format=json","https://api.open5e.com/v2/spells/mage-armor/?format=json","https://api.open5e.com/v2/spells/magic-missile/?format=json","https://api.open5e.com/v2/spells/shield/?format=json","https://api.open5e.com/v2/spells/misty-step/?format=json","https://api.open5e.com/v2/spells/suggestion/?format=json","https://api.open5e.com/v2/spells/counterspell/?format=json","https://api.open5e.com/v2/spells/fireball/?format=json","https://api.open5e.com/v2/spells/fly/?format=json","https://api.open5e.com/v2/spells/greater-invisibility/?format=json","https://api.open5e.com/v2/spells/ice-storm/?format=json","https://api.open5e.com/v2/spells/cone-of-cold/?format=json"],"page_no":400,"environments":["Urban","Desert","Mountains","Forest","Ruin","Laboratory","Jungle","Hills","Feywild","Shadowfell","Swamp","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mage/"},{"slug":"nightmare","desc":"","name":"Nightmare","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":60,"fly":90},"strength":18,"dexterity":15,"constitution":16,"intelligence":10,"wisdom":13,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.","attack_bonus":6,"damage_dice":"2d8+2d6","damage_bonus":4},{"name":"Ethereal Stride","desc":"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Confer Fire Resistance","desc":"The nightmare can grant resistance to fire damage to anyone riding it."},{"name":"Illumination","desc":"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."}],"spell_list":[],"page_no":336,"environments":["Abyss","Shadowfell","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_nightmare/"},{"slug":"rhinoceros","desc":"","name":"Rhinoceros","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":15,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"2","cr":2.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8","damage_bonus":5}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":0,"damage_dice":"2d8"}],"spell_list":[],"page_no":388,"environments":["Desert","Grassland"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rhinoceros/"},{"slug":"warhorse","desc":"","name":"Warhorse","size":"Large","type":"Beast","subtype":"","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":11,"armor_desc":null,"hit_points":19,"hit_dice":"3d10+3","speed":{"walk":60},"strength":18,"dexterity":12,"constitution":13,"intelligence":2,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Hooves","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Trampling Charge","desc":"If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action."}],"spell_list":[],"page_no":392,"environments":["Urban","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_warhorse/"},{"slug":"daeodon","desc":"","name":"Daeodon","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"walk":40},"strength":21,"dexterity":8,"constitution":16,"intelligence":2,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Slam attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 14 (2d8+5) piercing damage and the target is grappled (escape DC 13). Until this grapple ends the target is restrained and the daeodon can't Bite another target."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 10 (2d4+5) bludgeoning damage."},{"name":"Fierce Call (Recharge: Short/Long Rest)","desc":"Lets out a loud fearsome call. Each hostile creature within 60' of the daeodon must make DC 13 Wis save or drop whatever it is holding and become frightened for 1 min. While frightened a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns unless there is nowhere to move. A frightened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Relentless (Recharge: Short/Long Rest)","desc":"If it takes 15 damage or less that would reduce it to 0 hp it is reduced to 1 hp instead."},{"name":"Trampling Charge","desc":"If it moves 20'+ straight toward a creature and then hits it with Bite on the same turn that target must make DC 13 Str save or be knocked prone. If target is prone daeodon can make one Slam vs. it as a bonus action."}],"spell_list":[],"page_no":103,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_daeodon/"},{"slug":"gullkin","desc":"","name":"Gullkin","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":14,"armor_desc":"natural armor","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":20,"fly":30,"swim":30},"strength":10,"dexterity":16,"constitution":13,"intelligence":10,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Aquan, Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Beak","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 5 (1d4+3) piercing damage."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +5 to hit 5 ft. or range 30/120' one creature. 6 (1d6+3) piercing damage."},{"name":"Tempest Breath (Recharges: Short/Long Rest)","desc":"Exhales lungful of air in 15 ft. cone. Each creature in that area pushed up to 15 ft. away from gullkin (DC 12 Str negates)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"Can hold its breath for 15 min."}],"spell_list":[],"page_no":223,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gullkin/"}]}