{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-strength&page=30","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-strength&page=28","results":[{"slug":"sazakan","desc":"","name":"Sazakan","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":142,"hit_dice":"19d8+57","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":18,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned","senses":"blindsight 30', darkvision 60', passive Perception 17","languages":"Aquan, Common, Giant","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Icy Wind Lash attacks."},{"name":"Icy Wind Lash","desc":"Melee or Ranged Spell Attack: +7 to hit 5 ft. or range 60' one target 8 (1d8+4) slashing damage + 7 (2d6) cold. If sazakan scores a critical hit target is restrained by ice until end of its next turn."},{"name":"Ice Whirlwind (Recharge 5-6)","desc":"Surrounds itself in icy wind. Each creature within 10 ft. of it:  28 (8d6) cold and pushed up to 15 ft. from sazakan and knocked prone (DC 15 Str half damage and not pushed/knocked prone). If save fails by 5+ creature is also restrained as its limbs become encased in ice. Creature including encased creature can break encased creature free via DC 15 Str check. Encased creature also freed if it takes fire damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blizzard Heart","desc":"Nearby weather responds to the sazakan's desires. At the start of each hr sazakan can choose to change the precipitation and temperature within 1 mile of it by one stage up or down (no action required). This works like the changing weather conditions aspect of the control weather spell except sazakan can't change wind conditions change immediately and sazakan can never make it warm hot or unbearable heat."},{"name":"Icy Nature","desc":"Infused with elemental power requires only half the amount of air food and drink a Humanoid of its size needs."},{"name":"Wintry Aura","desc":"At the start of each of the sazakan's turns each creature within 5 ft. of it takes 7 (2d6) cold."}],"spell_list":[],"page_no":336,"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_sazakan/"},{"slug":"scarab-ruin","desc":"","name":"Scarab, Ruin","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d10+48","speed":{"walk":30,"bur.":15,"climb":15,"fly":15},"strength":17,"dexterity":14,"constitution":16,"intelligence":3,"wisdom":14,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, frightened, poisoned, restrained","senses":"blindsight 90' (blind beyond), passive Perception 12","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Bites. Can replace one attack with Gut Rip."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one creature,. 14 (2d10+3) slashing damage + 5 (2d4) necrotic and knocked prone or pushed 5 ft. away the scarab's choice (DC 14 Str negates prone/push)."},{"name":"Gut Rip","desc":"The ruin scarab tears into one prone creature within 5 ft. of it. The target takes 11 (2d10) slashing damage and 5 (2d4) necrotic and is incapacitated for 1 min (DC 15 Con half damage and isn't incapacitated). An incapacitated creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":[{"name":"Relentless Pursuit","desc":"When a creature within 10 ft. of the scarab moves away from it scarab can move up to half its speed toward that creature."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flesh-Eating Aura","desc":"When creature that doesn't have all of its hp starts its turn within 10 ft. of scarab creature takes 2 (1d4) necrotic. Also magical healing within 10 ft. of it is halved."},{"name":"Silent Steps","desc":"No sound emanates from it whether moving attacking or ripping into a corpse. Has advantage on Dex (Stealth) checks and each creature within 5 ft. of it is deafened."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Unstoppable","desc":"Moving through difficult terrain doesn't cost it extra movement and its speed can't be reduced."}],"spell_list":[],"page_no":337,"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_scarab-ruin/"},{"slug":"shetani","desc":"","name":"Shetani","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":30,"fly":50},"strength":17,"dexterity":19,"constitution":20,"intelligence":18,"wisdom":17,"charisma":20,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":null,"wisdom_save":8,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 18","languages":"Abyssal, Common, Infernal, telepathy 120'","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"3 Claws or Necrotic Bolts. Can replace 1 with Spellcasting."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 11 (2d6+4) slashing damage + 18 (4d8) necrotic."},{"name":"Necrotic Bolt","desc":"Ranged Spell Attack: +10 to hit, 120 ft., one target, 27 (5d8+5) necrotic."},{"name":"Desiccating Breath (Recharge 5-6)","desc":"Inhales drawing moisture from surrounding creatures. Each non-Construct/Undead creature within 15 ft. of shetani: 54 (12d8) necrotic (DC 18 Con half). If a creature fails the save by 5+ it suffers one level of exhaustion."},{"name":"Spellcasting","desc":"Cha (DC 18): At will: charm person silent image3/day ea: major image suggestion1/day ea: mirage arcane (as an action) programmed illusion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into a Large or smaller Beast or Humanoid or back into its true form which is a Fiend. Without wings it loses its flying speed. Its statistics other than size and speed are the same in each form. Items worn/carried transformed as desired by the shetani taking whatever color or shape it deems appropriate. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magic darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals+4d8 necrotic (included below)."}],"spell_list":[],"page_no":343,"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_shetani/"},{"slug":"silent-crier","desc":"","name":"Silent Crier","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":17,"dexterity":10,"constitution":16,"intelligence":10,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, psychic","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, frightened, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"understands Abyssal, Common, and Infernal; can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks and uses Bell Toll."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Bell Toll","desc":"Wracks its body causing the bell to toll producing one of the following. Can't use same effect two rounds in a row.Concussive Knell: Crippling chime. Each creature within 20' of it stunned until end of crier's next turn (DC 15 Con negates).Crushing Toll: Thunderous strike. Each creature within 20' of it: 18 (4d8) thunder (DC 15 Con half).Endless Ringing: Endless piercing ringing. It must take a bonus action on its subsequent turns to continue this ringing and it can end the ringing at any time. While using Endless Ringing it can't move or use Bell Toll. When a creature enters a space within 60' of it for the first time on a turn or starts its turn there the creature must make DC 15 Con save or be deafened and unable to cast spells with verbal components until tstart of its next turn.Herald of Dread: Chimes one terror-inducing note. Each creature within 60' of it: frightened for 1 min (DC 15 Wis negates). A creature can re-save at end of each of its turns success ends effect on itself. If a creature's save is successful or effect ends for it creature is immune to crier's Herald of Dread for next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Broken Silence","desc":"Bell is infused with ancient and powerful magic ensuring all creatures know bell's significance. Its Bell Toll action affects even creatures that are deafened or can't otherwise hear the bell's ringing."}],"spell_list":[],"page_no":344,"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_silent-crier/"},{"slug":"sinstar-thrall","desc":"","name":"Sinstar Thrall","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":30},"strength":17,"dexterity":10,"constitution":15,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned","senses":"blindsight 60' (blind beyond), passive Perception 10","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 7 (1d8+3) bludgeoning damage + 3 (1d6) piercing damage."},{"name":"Shoot Spines (Recharge 5-6)","desc":"Sprays spines in a burst around itself. Each creature within 15 ft. of it must make a DC 13 Dex save. On a failure a creature takes 10 (3d6) piercing damage and is paralyzed until the end of its next turn. On a success a creature takes half the damage and isn't paralyzed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spiny Defense","desc":"A creature that touches the star thrall or hits it with melee attack while within 5 ft. of it takes 3 (1d6) piercing damage and must make DC 13 Con save or be paralyzed until the end of its next turn."},{"name":"Telepathic Bond","desc":"While the star thrall is on the same plane of existence as the sinstar that created it the star thrall can magically convey what it senses to the sinstar and the two can communicate telepathically."}],"spell_list":[],"page_no":345,"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_sinstar-thrall/"},{"slug":"swarm-swamp-slirghs","desc":"","name":"Swarm, Swamp Slirghs","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":10,"armor_desc":"","hit_points":66,"hit_dice":"12d10","speed":{"walk":30,"swim":40},"strength":17,"dexterity":11,"constitution":10,"intelligence":7,"wisdom":15,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"Aquan, Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, 0 ft., one creature, in the swarm's space. 14 (4d6) piercing damage + 9 (2d8) poison or 7 (2d6) piercing damage + 4 (1d8) poison if the swarm has half its hp or fewer."},{"name":"Spit Swamp Sludge","desc":"Ranged Weapon Attack: +5 to hit 20/60' one target 18 (4d8) poison or 9 (2d8) poison if the swarm has half its hp or fewer."},{"name":"Soggy Relocation (Recharge 5-6)","desc":"While at least one creature is in swarm's space swarm uses Puddle Jump attempting to pull one creature along for the ride. Target magically teleported with swarm to swarm's destination (DC 13 Str negates)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Puddle Jump","desc":"Once on its turn can use 10 ft. of its move to step magically through body of water within reach and emerge from 2nd body of water within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd. If in Huge or larger body of water can teleport to another location within same body of water."},{"name":"Stench","desc":"Any creature that starts its turn within 5 ft. of swarm: poisoned until start of its next turn. (DC 12 Con negates and creature immune to swarm's Stench for 24 hrs)."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny elemental. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_swarm-swamp-slirghs/"},{"slug":"talus-flow","desc":"","name":"Talus Flow","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"walk":30,"climb":10},"strength":17,"dexterity":10,"constitution":16,"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":1,"skills":{"perception":1},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 30', tremorsense 120', passive Perception 13","languages":"Terran","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks. If both attacks hit a Med or smaller target the target is grappled (escape DC 13)."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Grind","desc":"Grinds its form over one creature in its space or that is grappled by it. Target takes 21 (6d6) bludgeoning damage (DC 13 Dex half). Flow regains hp equal to half the damage taken if creature is not a Construct or Undead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from normal pile of rocks pebbles and scree."},{"name":"Landslide","desc":"If it moves at least 15 ft. before entering creature's space creature: DC 13 Dex save or knocked prone. If target is prone talus flow can make one Slam vs. it as a bonus action."},{"name":"Scree Form","desc":"Can enter a hostile creature's space and stop there. Flow can move through a space as narrow as 3 inches wide with o squeezing. Flow's space is difficult terrain. When a creature starts its turn in flow's space it must make DC 13 Dex save or be knocked prone."},{"name":"Stone Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":365,"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_talus-flow/"},{"slug":"tatzelwurm","desc":"","name":"Tatzelwurm","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":40,"climb":30},"strength":17,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":5,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned, prone","senses":"blindsight 10', darkvision 60', passive Perception 14","languages":"Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) piercing damage + 5 (2d4) poison."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+3) slashing damage."},{"name":"Poisonous Breath (Recharge 6)","desc":"Exhales a cloud of poisonous vapor in a 15 ft. cone. Each creature in that area: 21 (6d6) poison and is poisoned for 1 min (DC 14 Con half damag not poisoned). A poisoned 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":[{"name":"Move","desc":"Up to half its speed with o provoking opportunity attacks."},{"name":"Angry Hiss (2)","desc":"Each creature within 30' of it: frightened until the end of its next turn (DC 13 Wis negates)."},{"name":"Tail Slap (2)","desc":"Swings its tail in a wide arc around it. Each creature within 10 ft. knocked prone (DC 14 Str negates)."}],"special_abilities":[{"name":"Poisonous Blood","desc":"Its blood is as toxic as its bite. When it takes piercing or slashing each creature within 5 ft. of it: DC 14 Con save or take 5 (2d4) poison. A creature that consumes flesh of tatzelwurm: DC 14 Con save or poisoned 8 hrs. "},{"name":"Pounce","desc":"If it moves 20'+ straight to creature and then hits it with Claw on same turn target knocked prone (DC 14 Str negates). If target prone wurm can make one Bite vs. it as a bonus action."}],"spell_list":[],"page_no":366,"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_tatzelwurm/"},{"slug":"umbral-shambler","desc":"","name":"Umbral Shambler","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":20},"strength":17,"dexterity":16,"constitution":15,"intelligence":11,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic, psychic","damage_immunities":"","condition_immunities":"charmed, exhaustion","senses":"blindsight 30', darkvision 60', passive Perception 14","languages":"Common, Void Speech","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Claws attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) slashing damage + 3 (1d6) necrotic."},{"name":"Twisted Step","desc":"Can project itself beyond reality for a short time. Until start of its next turn it can move through objects as if they were difficult terrain provided an object is no more than 3' thick and at least one side of the object is in dim light or darkness. It takes 5 (1d10) force if it starts its turn inside an object."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."},{"name":"Tenebrous Agility","desc":"Its speed is doubled in dim light or darkness and it doesn't provoke opportunity attacks when it moves provided it moves only in dim light or darkness. In addition when a creature that relies on sight attacks the umbral shambler while the shambler is in dim light or darkness the attacker has disadvantage on the attack roll."},{"name":"Void Traveler","desc":"Doesn't require air food drink sleep or ambient pressure."}],"spell_list":[],"page_no":380,"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_umbral-shambler/"},{"slug":"urushi-constrictor","desc":"","name":"Urushi Constrictor","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30,"climb":30,"swim":30},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"bludgeoning, poison","condition_immunities":"poisoned, prone","senses":"blindsight 10', passive Perception 13","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"2 Bites or 1 Bite and 1 Poisonous Constriction."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one creature,. 14 (2d10+3) piercing damage."},{"name":"Poisonous Constriction","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one creature,. 12 (2d8+3) bludgeoning damage and target is grappled (escape DC 15). Until this grapple ends target is restrained and takes 10 (3d6) poison at start of each of its turns and snake can't use Poisonous Constriction on another target. Each time target takes this poison it must make DC 15 Con save or contract urushi blight."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Jungle Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in jungle terrain."},{"name":"Poisonous Leaves","desc":"Its skin is embedded with vines and poisonous leaves that burn on contact. A non-Construct or Undead creature that touches the constrictor or hits it with melee attack while within 5 ft. of it takes 7 (2d6) poison."},{"name":"Urushi Blight","desc":"A creature infected with this disease manifests symptoms within 1d4 hrs which includes gradual spread of painful itchy rash that develops into inflamed and blistered skin during 1st day. Until disease is cured infected creature: disadvantage on Con saves to maintain concentration on a spell and disadvantage on Dex and Cha saves and ability checks. At end of each long rest infected creature: DC 15 Con save. If it succeeds on two saves it recovers."}],"spell_list":[],"page_no":382,"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_urushi-constrictor/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"},{"slug":"ash-phoenix","desc":"A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave._  \nAsh phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres.  \n**Cremated Birth.** For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an Open Game License","name":"Ash Phoenix","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":null,"hit_points":105,"hit_dice":"14d10+28","speed":{"fly":90,"hover":true,"walk":0},"strength":17,"dexterity":20,"constitution":15,"intelligence":8,"wisdom":14,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":8},"damage_vulnerabilities":"radiant","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone","senses":"darkvision 120 ft., passive Perception 15","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt."},{"name":"Ash Talons","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Ash Storm (Recharge 5-6)","desc":"The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke."},{"name":"Rejuvenation","desc":"If the ash phoenix's birth site hasn't been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site."},{"name":"Shadow Stealth","desc":"While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action."},{"name":"Wind Weakness","desc":"While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":28,"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_ash-phoenix/"},{"slug":"befouled-weird","desc":"Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot._  \n**Corrupted Water Elementals.** When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas.  \n**Exiles to the Material Plane.** Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to Open Game License","name":"Befouled Weird","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30,"swim":60},"strength":17,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The befouled weird makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Drown in Filth (Recharge 4-6)","desc":"A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Freeze","desc":"If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn."},{"name":"Parasitic Amoebas","desc":"A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic."},{"name":"Unclean","desc":"If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute."},{"name":"Water Form","desc":"The befouled weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."}],"spell_list":[],"page_no":41,"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_befouled-weird/"},{"slug":"bloated-ghoul","desc":"Bloated ghouls are Open Game License","name":"Bloated Ghoul","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":142,"hit_dice":"19d8+57","speed":{"walk":20},"strength":17,"dexterity":10,"constitution":16,"intelligence":11,"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":{},"damage_vulnerabilities":"","damage_resistances":"necrotic, slashing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Darakhul, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The bloated ghoul makes one bite attack and one claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or contract darakhul fever.","attack_bonus":6,"damage_dice":"3d8+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or have its speed halved and have disadvantage on Dexterity-based checks and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":6,"damage_dice":"3d6+3"},{"name":"Hideous Feast","desc":"The bloated ghoul feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the ghoul regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The bloated ghoul can't use Hideous Feast on a corpse if it or another bloated ghoul has already used Hideous Feast on the corpse."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Turning Defiance","desc":"The bloated ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Unholy Stench","desc":"When the bloated ghoul takes piercing or slashing damage, noxious vapors burst from its distended stomach. Each creature within 10 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn."}],"spell_list":[],"page_no":166,"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_bloated-ghoul/"},{"slug":"boreal-dragon-wyrmling","desc":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground._  \n**Paradoxical Predators.** Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat.  \n**Dragons of Rage.** Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as Open Game License","name":"Boreal Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30,"fly":60,"swim":20},"strength":17,"dexterity":10,"constitution":15,"intelligence":11,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":5,"skills":{"athletics":5,"perception":5,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 15","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d10+3"},{"name":"Cinder Breath (Recharge 5-6)","desc":"The dragon exhales a 15-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":113,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_boreal-dragon-wyrmling/"},{"slug":"boreas-chosen","desc":"The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._  \nRegardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor.  \n**Blood and Weapons of Ice.** A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed.  \n**Blessed and Loyal.** Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.","name":"Boreas’ Chosen","size":"Medium","type":"Humanoid","subtype":"any race","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"leather armor, shield","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":30},"strength":17,"dexterity":14,"constitution":19,"intelligence":8,"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":{"athletics":6,"intimidation":3,"survival":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold","condition_immunities":"charmed, exhaustion, frightened","senses":"passive Perception 12","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Boreas' chosen makes two ice spear attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +6 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, plus 9 (2d8) cold damage.","attack_bonus":6,"damage_dice":"1d6+3"},{"name":"Breath of the North Wind","desc":"(Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen Blood","desc":"A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage."},{"name":"Ice Runes","desc":"The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack)."},{"name":"Ice Walk","desc":"The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."}],"spell_list":[],"page_no":48,"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_boreas-chosen/"},{"slug":"cave-drake","desc":"Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below._  \nHighly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey.  \n**Patient Predator.** An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake.  \n**Solitary Hunter.** The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or in other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season, when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out.  \n**Hoards.** Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.","name":"Cave Drake","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"climb":30,"walk":30},"strength":17,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":4,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 90 ft., passive Perception 13","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The cave drake makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Blinding Spit (Recharge 5-6)","desc":"Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: The target is poisoned for 1 minute and must succeed on a DC 13 Constitution saving throw or be blinded while poisoned in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the cave drake has advantage on attack rolls against any creature it has surprised."},{"name":"Keen Smell","desc":"The cave drake has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Spider Climb","desc":"The cave drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Stone Camouflage","desc":"The cave drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain."}],"spell_list":[],"page_no":55,"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_cave-drake/"},{"slug":"death-shroud-golem","desc":"A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it._  \n**Suffocating Automatons.** A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim.  \n**Funerary Constructs.** Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies.  \n**Construct Nature.** A death shroud golem doesn’t require air, food, drink, or sleep.","name":"Death Shroud Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":95,"hit_dice":"10d10+40","speed":{"fly":40,"walk":10,"hover":true},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Smothering Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Direct Victim","desc":"The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fabric Form","desc":"The golem can move through any opening large enough for a Tiny creature without squeezing."},{"name":"False Appearance","desc":"While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":179,"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_death-shroud-golem/"},{"slug":"giant-snow-beetle","desc":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people._  \n_**Forest Beetles.**_ Open Game License","name":"Giant Snow Beetle","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d10+12","speed":{"walk":30},"strength":17,"dexterity":10,"constitution":14,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":5,"stealth":2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30 ft., passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Pincer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Rotten Snowball Shove (Recharge 6)","desc":"The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."},{"name":"Snowball Shove","desc":"The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Snowball Concealment","desc":"The giant snow beetle has advantage on Dexterity (Stealth) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly."},{"name":"Snowball Roll","desc":"The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size."}],"spell_list":[],"page_no":392,"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_giant-snow-beetle/"},{"slug":"giant-water-scorpion","desc":"A common threat in canals, lagoons, bayous, and countless other bodies of water, the giant water scorpion is responsible for the deaths of many adventurers exploring waterways. Like most aquatic monsters, giant water scorpions are seldom at the top of the food chain in their native environment, and black dragons in particular enjoy snacking on them. Swamp and water-dwelling humanoids like lizardfolk have been known to use the giant water scorpion’s carapace to create shields or coverings for their tents. The creature’s long tail acts as a breathing tube for it, which is often harvested and used by intrepid explorers and inventors in the creation of diving bells and other apparatuses for traversing the stygian depths.","name":"Giant Water Scorpion","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"swim":30,"walk":20},"strength":17,"dexterity":12,"constitution":16,"intelligence":1,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., blindsight 60 ft., passive Perception 10","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The giant water scorpion makes two claw attacks. If it is grappling a creature, it can use its proboscis once."},{"name":"Proboscis","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","attack_bonus":5,"damage_dice":"1d10+3"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the scorpion doesn't have another creature grappled.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The scorpion can hold its breath for 1 hour. If it is within 15 feet of the water's surface, it can use its tail as a breathing tube and doesn't need to hold its breath."},{"name":"Poison Injection","desc":"When the scorpion hits with a proboscis attack against a grappled, paralyzed, restrained, or stunned creature, it deals an extra 10 (3d6) poison damage."},{"name":"Underwater Camouflage","desc":"The scorpion has advantage on Dexterity (Stealth) checks made to hide while underwater."}],"spell_list":[],"page_no":393,"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_giant-water-scorpion/"},{"slug":"greater-ghast-of-leng","desc":"The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayish-green skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves._  \n**Leaders of Carnivores.** Open Game License","name":"Greater Ghast of Leng","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":40},"strength":17,"dexterity":19,"constitution":16,"intelligence":12,"wisdom":10,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"bludgeoning, cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The greater ghast of Leng makes three attacks: one with its bite and two with its claws. If both claw attacks hit a Medium or smaller target, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the greater ghast can automatically hit the target with its claws, and the greater ghast can't make claw attacks against other targets."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"The greater ghast of Leng has advantage on melee attack rolls against any creature that doesn't have all its hp."},{"name":"Command Ghasts of Leng","desc":"As a bonus action, the greater ghast of Leng commands a ghast of Leng within 30 feet of it to make one attack as a reaction against a creature the greater ghast attacked this round."},{"name":"Keen Smell","desc":"The greater ghast of Leng has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Sunlight Hypersensitivity","desc":"The greater ghast of Leng takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}],"spell_list":[],"page_no":52,"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_greater-ghast-of-leng/"},{"slug":"grimmlet-swarm","desc":"Flowing over the landscape like a glass carpet, this mass of smoky crystalline shards moves in a manner most unnatural. Occasionally, a bolt of black or purple energy arcs between two or more of the shards in the swarm._","name":"Grimmlet Swarm","size":"Large","type":"Monstrosity","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"fly":30,"hover":true,"walk":0},"strength":17,"dexterity":12,"constitution":19,"intelligence":3,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"psychic","condition_immunities":"blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 120 ft., passive Perception 10","languages":"understands Void Speech but can’t speak","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The grimmlet swarm makes two attacks with its crystal edges."},{"name":"Crystal Edges","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half of its hp or fewer. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Enervating Maelstrom","desc":"When the grimmlet swarm dies, it explodes in a plume of ennui. Each creature within 20 feet of the grimmlet swarm must make a DC 17 Dexterity saving throw. On a failure, a creature takes 21 (6d6) psychic damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. Grimmlets damaged by this trait don't Reproduce."},{"name":"Maze of Edges","desc":"A creature that attempts to move out of or through the grimmlet swarm must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) slashing damage."},{"name":"Reproduce","desc":"When a grimmlet swarm takes damage from a spell and isn't reduced to 0 hp, a number of new grimmlets equal to the spell's level appear in unoccupied spaces within 10 feet of the grimmlet swarm. If the spell is a cantrip, only one grimmlet is created. New grimmlets aren't subsumed into the swarm. Sixteen or more new grimmlets within 30 feet of each other can use their reactions to come together and form a new grimmlet swarm in a space within 5 feet of one grimmlet."},{"name":"Swarm","desc":"The grimmlet swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny grimmlet. The swarm can't regain hp or gain temporary hp."},{"name":"Innate Spellcasting (Psionics)","desc":"The grimmlet swarm's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:\nAt will: maddening whispers, crushing curse, minor illusion\n3/day each: hypnotic pattern, void strike, major image\n1/day each: hallucinatory terrain"}],"spell_list":[],"page_no":187,"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_grimmlet-swarm/"},{"slug":"hebi-doku","desc":"A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature._  \n**Ophidian Masters.** Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents.  \n**Feared and Placated.** Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts.  \n**Toxic Shrines.** To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Hebi-Doku","size":"Medium","type":"Fey","subtype":"kami","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":null,"hit_points":123,"hit_dice":"13d8+65","speed":{"climb":40,"walk":40},"strength":17,"dexterity":21,"constitution":21,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The hebi-doku can use its Transfixing Rattle. It then makes two attacks: one with its bite and one with its disabling sting, or two with its toxic spittle."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing plus 14 (4d6) poison damage.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Disabling Sting","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be unable to use bonus actions and reactions until the end of its next turn.","attack_bonus":8,"damage_dice":"3d4+5"},{"name":"Toxic Spittle","desc":"Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 10 (3d6) poison damage, and the target must make a DC 16 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. On a success, the target is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":8,"damage_dice":"3d6"},{"name":"Transfixing Rattle","desc":"The hebi-doku rattles its tail at one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw or be incapacitated and have its speed reduced to 0 until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The hebi-doku has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Serpentine Mind","desc":"The hebi-doku can magically command any snake within 120 feet of it, using a limited form of telepathy."}],"spell_list":[],"page_no":222,"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_hebi-doku/"},{"slug":"infernal-centaur","desc":"This composite creature combines a ruddy-skinned gnome’s upper body and a hell hound’s reddish black body. Stitches and glowing runes where the gnome and hell hound are fused demonstrate the creature’s unnaturalness._  \nInfernal centaurs are a response by various cults to the physical might possessed by the centaurs of the nearby plains. Rather than a melding of human and horse, though, these centaurs combine hell-bound gnomes with hell hounds. The composite creature combines gnome cunning with the speed and fiery breath belonging to hell hounds. The ritual that creates an infernal centaur infuses the creature with a peculiar brutality.  \n**Unnatural.** Infernal centaurs are not naturally occurring. However, as the ritual to create these centaurs improves and spreads among cults, more gnomes who desire hellish power submit to the ritual, increasing the number of these centaurs.","name":"Infernal Centaur","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":40},"strength":17,"dexterity":12,"constitution":16,"intelligence":11,"wisdom":14,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"intimidation":3,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Gnomish, Infernal","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The infernal centaur makes two dagger attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Fiery Breath (Recharge 5-6)","desc":"The infernal centaur exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cruelty","desc":"If the infernal centaur scores a critical hit with a melee attack, it can make a second attack against the same target as a bonus action. It has advantage on this attack roll."},{"name":"Hell Hound Affinity","desc":"Hell hounds view infernal centaurs as leaders of their packs. A hell hound refuses to attack an infernal centaur unless the centaur attacks it first. If magically coerced, the hell hound has disadvantage on attack rolls against the centaur. The centaur has advantage on Charisma (Persuasion) checks against hell hounds."},{"name":"Pack Tactics","desc":"The centaur has advantage on attack rolls against a creature if at least one of the centaur's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":214,"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_infernal-centaur/"},{"slug":"naizu-ha","desc":"The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible._  \n**Daggers Personified.** The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets.  \n**Impartial Betrayers.** A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor.  \n**Bloody Biers.** To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Naizu-Ha","size":"Small","type":"Fey","subtype":"kami","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"natural armor","hit_points":117,"hit_dice":"18d6+54","speed":{"walk":30},"strength":17,"dexterity":15,"constitution":17,"intelligence":13,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, grappled","senses":"passive Perception 10","languages":"Common, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The naizu-ha makes three attacks: two with its scissor claws and one with its scythe tail. If both scissor claws attacks hit the same target, the target must succeed on a DC 14 Dexterity saving throw or take an extra 7 (2d6) slashing damage."},{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Scythe Tail","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Dagger Legs","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blunting Ambiance","desc":"Each creature that deals piercing or slashing damage with a bladed weapon while within 30 feet of the naizu-ha must roll the damage twice and take the lower result."},{"name":"Dagger Form (1/Day)","desc":"As a bonus action, the naizu-ha transforms into a magical dagger. A creature that wields the naizu-ha while it is in this form gains +1 bonus to attack and damage rolls with the dagger, and attacks with the dagger score a critical hit on a roll of 19 or 20. In addition, the wielder can't take the Disengage action unless it succeeds on a DC 12 Wisdom saving throw."},{"name":"Spider Climb","desc":"The naizu-ha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Tripping Charge","desc":"If the naizu-ha moves at least 15 feet straight toward a creature and then hits it with a scythe tail attack on the same turn, that target must succeed on a DC 14 Dexterity saving throw or be knocked prone. If the target is prone, the naizu-ha can make one dagger legs attack against it as a bonus action."}],"spell_list":[],"page_no":223,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_naizu-ha/"},{"slug":"ortifex","desc":"A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it._  \n**Vampiric Hunters.** An ortifex’s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass.  \n**Harvested from Giants and Dragons.** Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts. Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed.  \n**Agents of Oppression.** When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood.  \n**Undead Nature.** An ortifex doesn’t require air, food, drink, or sleep.","name":"Ortifex","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":12,"armor_desc":"natural armor","hit_points":78,"hit_dice":"12d8+24","speed":{"fly":30,"walk":0,"hover":true},"strength":17,"dexterity":10,"constitution":15,"intelligence":8,"wisdom":13,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Blood Siphon (Recharge 6)","desc":"The ortifex drains blood from nearby creatures. Each creature within 20 feet of the ortifex must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The ortifex gains temporary hp equal to the single highest amount of necrotic damage dealt. If it gains temporary hp from this action while it still has temporary hp from a previous use of this action, the temporary hp add together. The ortifex's temporary hp can't exceed half its hp maximum. A creature that doesn't have blood is immune to Blood Siphon."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Bearer","desc":"A creature that subsists on blood, such as a vampire, can use its action while within 5 feet of the ortifex to drain blood from it. The creature can drain up to the ortifex's current temporary hp, regaining hp equal to that amount. The ortifex then loses temporary hp equal to that amount."},{"name":"Blood Sense","desc":"The ortifex can pinpoint the location of creatures that aren't constructs or undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it."},{"name":"Hypnotic Heartbeat","desc":"A creature that can hear the ortifex's heartbeat and starts its turn within 60 feet of the ortifex must succeed on a DC 13 Wisdom saving throw or be charmed until the start of its next turn. While charmed, it is incapacitated and must move toward the ortifex by the most direct route on its turn, trying to get within 5 feet of the ortifex. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, it can repeat the saving throw, ending the effect on a success.\n\nUnless surprised, a creature can plug its ears to avoid the saving throw at the start of its turn. If the creature does so, it is deafened until it unplugs its ears. If the creature unplugs its ears while still within range of the ortifex's heartbeat, it must immediately make the saving throw."}],"spell_list":[],"page_no":287,"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_ortifex/"},{"slug":"quoreq","desc":"Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface._  \n**Faceless Nightmares.** Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain.  \n**Emotionless Killers.** Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels.  \n**Horrible Feeding.** Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate. This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.","name":"Quoreq","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":40},"strength":17,"dexterity":13,"constitution":18,"intelligence":11,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"blinded, charmed, frightened, poisoned, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 15","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The quoreq makes three claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the quoreq scores a critical hit, it rolls damage dice three times, instead of twice.","attack_bonus":6,"damage_dice":"2d8+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"The quoreq regains 10 hp at the start of its turn. If the quoreq takes acid or fire damage, this trait doesn't function at the start of the quoreq's next turn. The quoreq dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Unsettling Appearance","desc":"A creature that starts its turn within 30 feet of the quoreq and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the quoreq's Unsettling Appearance for the next 24 hours."},{"name":"Whorling Jaws","desc":"Whenever the quoreq suffers 10 or more piercing or slashing damage in a single round, its flesh opens up to reveal a set of gnashing teeth. For 1 minute, the quoreq can make a bite attack as a bonus action on each of its turns. Alternatively, the quoreq can use a bonus action to lose 5 hp and activate this trait."}],"spell_list":[],"page_no":304,"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_quoreq/"},{"slug":"sasori-fukurowashi","desc":"A golden pair of glowing, avian irises reveal a large creature on a nearby tree. Horn-like feathered ears sit atop its muscular, winged form. As it shifts on its branch, its wings divulge a hint of insectoid claws beneath them. A soft, echoing voice asks, “Are you lost? Do you need aid?”_  \nSasori fukurōwashi are kami originating from reincarnated noble souls who consistently honored and protected nature in their past life.  \n**Friendly Protectors.** Unlike others of their kind, these kami are not found near specific shrines, and they can’t be summoned. The sasori fukurōwashi are divine spirits inherently connected to all of nature, fulfilling the role of divine agent, messenger, or roaming protector. They are generally peaceable, befriending non-evil humanoids, fey, and other magical beings that don’t defile natural environments.  \n**Nocturnal.** They are inclined to rest or meditate by day and are active from dusk until dawn. Blessed with the ability to shift to and from the Ethereal Plane, these kami have a distinct tactical advantage to aid any nearby kami or respectful and contrite travelers along their way.  \n**Immortal Spirit Nature.** The kami doesn’t require food, drink, or sleep.","name":"Sasori Fukurowashi","size":"Medium","type":"Fey","subtype":"kami","group":null,"alignment":"neutral good","armor_class":17,"armor_desc":"natural armor","hit_points":123,"hit_dice":"19d8+38","speed":{"fly":80,"walk":40,"climb":20},"strength":17,"dexterity":19,"constitution":15,"intelligence":11,"wisdom":21,"charisma":19,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":9,"charisma_save":null,"perception":9,"skills":{"perception":9,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"truesight 60 ft., passive Perception 19","languages":"Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The sasori fukurōwashi makes three attacks: one with its claw, one with its sting, and one with its talons."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The kami has two claws, each of which can grapple only one target.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":8,"damage_dice":"1d10+4"},{"name":"Talons","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":8,"damage_dice":"1d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ethereal Jaunt","desc":"As a bonus action, the kami can magically shift from the Material Plane to the Ethereal Plane, or vice versa."},{"name":"Flyby","desc":"The kami doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The kami has advantage on saving throws against spells and other magical effects"},{"name":"Keen Hearing and Sight","desc":"The kami has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_sasori-fukurowashi/"},{"slug":"servant-of-the-unsated-god","desc":"The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin appears on top of the ghoul’s and extends out, consuming all it touches._  \n**Worshiper of Hunger.** The Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul— intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead).  \n**Hungry Dead Nature.** The ghoul requires no air or sleep.","name":"Servant of the Unsated God","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":17,"armor_desc":"breastplate, shield","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":30},"strength":17,"dexterity":12,"constitution":16,"intelligence":11,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":3,"history":2,"religion":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Darakhul","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The servant of the Unsated God makes two attacks: one with its bite and one with its mace of the devourer."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Mace of the Devourer","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. The mace is magical and infused with the Unsated God's power while in the servant's hands.","attack_bonus":5,"damage_dice":"1d6+3"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","attack_bonus":3,"damage_dice":"1d8+1"},{"name":"Hungering Strike (Recharge 5-6)","desc":"A shadowy jaw superimposes over the servant of the Unsated God's mouth and reaches out to a creature within 30 feet of it. The target must make a DC 13 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inescapable Hunger","desc":"Necrotic damage dealt by the servant of the Unsated God ignores resistance to necrotic damage."},{"name":"Master of Disguise","desc":"A servant in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its stench."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the servant must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the servant's Stench for the next 24 hours. A servant using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the servant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The servant and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."},{"name":"Spellcasting","desc":"The servant of the Unsated God is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:\nCantrips (at will): guidance, mending, resistance, thaumaturgy\n1st level (4 slots): bane, command, inflict wounds, protection from evil and good\n2nd level (3 slots): blindness/deafness, hold person, spiritual weapon"}],"spell_list":[],"page_no":321,"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_servant-of-the-unsated-god/"},{"slug":"willowhaunt","desc":"The ghostly image of a healthy willow overlays a smaller tree composed of bones. Piles of bones litter the ground at its base._  \n**Death Tree.** When victims of murder or other violent deaths die in view of an otherwise healthy willow tree, their spirits flock to the tree. This destroys the willow and causes it to return as a mockery of a living tree. The willowhaunt projects an image of its former appearance to put creatures at ease, at least long enough to convince them to approach.  \n**Thirst for Blood.** Willowhaunts thrive best in blood-soaked soil. They incite murderousness in those who come near by telepathically whispering conspiracies about a creature’s allies. The willowhaunts encourage their victims to make small sacrifices to the willows, ensuring the willowhaunt’s soil remains bloody.  \n**Attractive to Death Cults.** Swamp-based death cults cherish the discovery of a willowhaunt and sacrifice victims to create a grove of willowhaunts. Perversely, a willowhaunt prefers blood shed by unwilling creatures, and it demands the cultists bring victims it can force into a fight.  \n**Undead Nature.** The willowhaunt doesn’t require air, food, drink, or sleep.","name":"Willowhaunt","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d12+12","speed":{"walk":20},"strength":17,"dexterity":10,"constitution":12,"intelligence":9,"wisdom":14,"charisma":19,"strength_save":6,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{"insight":5,"intimidation":7},"damage_vulnerabilities":"","damage_resistances":"lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The willowhaunt makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (1d12 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.","attack_bonus":6,"damage_dice":"1d12+3"},{"name":"Provoke Murder","desc":"The willowhaunt chooses up to two creatures it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be overcome with murderous intent for 1 minute. While overcome with murderous intent, a creature has advantage on melee attack rolls and is compelled to kill creatures within 30 feet of the willowhaunt. The creature is unable to distinguish friend from foe and must attack the nearest creature other than the willowhaunt each turn. If no other creature is near enough to move to and attack, it stalks off in a random direction, seeking a new target to drag within 30 feet of the willowhaunt. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Whispers of Madness (Recharge 5-6)","desc":"The willowhaunt whispers in the minds of nearby creatures. Each creature of the willowhaunt's choice within 30 feet of it must make a DC 15 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is afflicted with short term madness. On a success, a creature takes half the damage and isn't afflicted with madness. If a saving throw fails by 5 or more, the creature is afflicted with long term madness instead. A creature afflicted with madness caused by the willowhaunt's whispers has disadvantage on its saving throw against the Willowhaunt's Provoke Murder."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Living Projection","desc":"The willowhaunt's skeletal form is covered with a magical illusion that makes it look like a living willow tree. The willowhaunt can use a bonus action to dismiss this illusion until the end of its next turn.\n\nThe changes wrought by this illusion fail to hold up to physical inspection. For example, the willowhaunt's trunk appears to be made of bark, but someone touching it would feel the tree's polished bones. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern the willowhaunt's true appearance."}],"spell_list":[],"page_no":369,"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_willowhaunt/"},{"slug":"yavalnoi","desc":"Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales._  \n**Monster Creator.** Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a Open Game License","name":"Yavalnoi","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d10+60","speed":{"walk":10,"swim":40},"strength":17,"dexterity":14,"constitution":20,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 90 ft., passive Perception 16","languages":"Aquan, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The yavalnoi makes three attacks: one with its bite, one with its claw, and one with its tail."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","attack_bonus":6,"damage_dice":"1d8+3"},{"name":"Tail","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Luminous Burst (Recharge 5-6)","desc":"The anchor-shaped organ atop the yavalnoi's head emits a burst of blue light. Each hostile creature within 30 feet of the yavalnoi must succeed on a DC 15 Wisdom saving throw or be outlined in blue light for 1 minute. While outlined in blue light, a creature can't breathe underwater. This effect dispels spells such as water breathing and temporarily suppresses water breathing granted through magic items or a creature's natural physiology. In addition, the yavalnoi and creatures friendly to the yavalnoi have advantage on attack rolls against creatures outlined in blue light. A creature outlined in blue light can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Call of the Deep (1/Day)","desc":"The yavalnoi magically calls 2d4 giant crabs or 1 giant octopus. The called creatures arrive in 1d4 rounds, acting as allies of the yavalnoi and obeying its spoken commands. The beasts remain for 1 hour, until the yavalnoi dies, or until the yavalnoi dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Water Breathing","desc":"The yavalnoi can breathe only underwater."},{"name":"Innate Spellcasting","desc":"The yavalnoi's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\nAt will: ray of enfeeblement, silent image\n3/day: control water, slow"}],"spell_list":[],"page_no":379,"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_yavalnoi/"},{"slug":"zeitgeist","desc":"The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it._  \nCaught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long.  \n**Fast and Slow.** Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy.  \n**Unstable Body and Mind.** The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence.  \n**Still Living.** Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity.  \n**Timewarped Nature.** A zeitgeist doesn’t require air, food, drink, or sleep.","name":"Zeitgeist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"16 in Darting Form","hit_points":82,"hit_dice":"11d8+33","speed":{"walk":20},"strength":17,"dexterity":18,"constitution":16,"intelligence":12,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"exhaustion, frightened","senses":"passive Perception 10","languages":"Common","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"In its darting form, the zeitgeist makes three darting rend attacks. In its sluggish form, the zeitgeist makes two sluggish slam attacks."},{"name":"Darting Rend (Darting Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) force damage.","attack_bonus":7,"damage_dice":"1d4+4"},{"name":"Sluggish Slam (Sluggish Form Only)","desc":"Melee Weapon Attack: +6 to hit, reach 5 feet., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) force damage. If the zeitgeist scores a critical hit, the target is also knocked prone.","attack_bonus":6,"damage_dice":"2d8+3"},{"name":"Tormented Scream (Recharge 5-6)","desc":"The zeitgeist cries out, releasing some of its internal torment in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Rewind (Recharge 4-6)","desc":"When the zeitgeist takes damage or when it starts its turn afflicted with a condition, it can rewind time around it, preventing the damage or undoing the condition. It can use this reaction even while paralyzed or stunned."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Darting Escape (Darting Form Only)","desc":"The zeitgeist can take the Dash or Disengage action as a bonus action on each of its turns."},{"name":"Timewarped Body","desc":"At the start of each of the zeitgeist's turns, roll a die. On an even roll, its body stretches and speeds up as it takes on a darting form. On an odd roll, its body becomes more solid and slows down as it takes on a sluggish form. Its statistics are the same in each form, except as noted here.\n* Darting Form. While in a Darting form, the zeitgeist's Armor Class increases by 2, and its speed is 40 feet.\n* Sluggish Form. While in a Sluggish form, the zeitgeist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its speed is 20 feet."}],"spell_list":[],"page_no":383,"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_zeitgeist/"},{"slug":"ambush_hag_bf","desc":"","name":"Ambush Hag","size":"medium","type":"Fey","subtype":"","group":"Hags","alignment":"","armor_class":16,"armor_desc":"natural armor","hit_points":156,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":26,"constitution":16,"intelligence":16,"wisdom":14,"charisma":26,"strength_save":3,"dexterity_save":8,"constitution_save":3,"intelligence_save":3,"wisdom_save":2,"charisma_save":8,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Common,Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The ambush hag makes two Claw attacks or three Poison Spray attacks. It can replace one attack with a use of Spellcasting."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) slashing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 CON save or be paralyzed for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Poison Spray","desc":"_Ranged Spell Attack:_ +8 to hit, range 60 ft., one target. _Hit:_ 22 (4d8+4) poison damage, and the target must succeed on a DC 16 STR save or be restrained until the end of its next turn."},{"name":"Spellcasting","desc":"The ambush hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 16):<br>At will: _message_, _minor illusion_, _prestidigitation_<br>3/day each: _blur_, _charm_, _hallucinatory terrain_ (as an action)<br>1/day each: _hypnotic pattern_, _major image_, _seeming_"}],"bonus_actions":[{"name":"Illusory Appearance","desc":"The hag covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if the hag dies.<br>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern that the hag is disguised."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The ambush hag is resistant to the charmed and unconscious conditions."},{"name":"Mimicry","desc":"The hag can mimic Animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 WIS (Insight) check."},{"name":"Spider Climb","desc":"The ambush hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ambush-hag/"},{"slug":"archdruid_bf","desc":"","name":"Archdruid","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":17,"armor_desc":"Nature's Champion","hit_points":210,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":12,"intelligence":22,"wisdom":28,"charisma":12,"strength_save":3,"dexterity_save":2,"constitution_save":1,"intelligence_save":6,"wisdom_save":9,"charisma_save":1,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Nature's Champion","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common,Druidic,plus any one language","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The archdruid makes three Thorned Staff or Nature's Wrath attacks. It can replace one attack with a use of Spellcasting."},{"name":"Thorned Staff","desc":"_Melee Weapon Attack:_+7 to hit, reach 5. ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 18 (4d8) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Nature's Wrath","desc":"_Ranged Spell Attack:_+9 to hit, range 120 ft., one target. _Hit:_ 27 (5d8+5) cold, fire, lightning, poison, or thunder damage (the archdruid's choice)."},{"name":"Spellcasting","desc":"The archdruid casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _animal friendship_, _druidcraft_, _entangle_, _speak with animals_<br>3/day each: _heat metal_, _spike growth_, _plant growth_, _speak with plants_<br>1/day each: _polymorph_, _insect plague_"}],"bonus_actions":[{"name":"Change Shape","desc":"The archdruid magically transforms into a Beast that has a challenge rating no higher than its own, or back into its true form, which is Humanoid. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. In a new form, the archdruid retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA modifiers, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. The archdruid can choose to instead magically transform into an Elemental that has a challenge rating no higher than 6, or back into its true form. If it transforms into an Elemental, the archdruid can remain in that form for up to 6 hours then must finish a short or long rest before it can transform into an Elemental again."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Nature's Champion","desc":"While the archdruid is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its WIS modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage."},{"name":"Nature's Weapons","desc":"When the archdruid hits with any weapon, the weapon deals an extra 4d8 cold, fire, lightning, poison, or thunder damage (included in the attack), the archdruid's choice."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_archdruid/"},{"slug":"azer_bf","desc":"","name":"Azer","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor, shield","hit_points":49,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":18,"intelligence":12,"wisdom":12,"charisma":10,"strength_save":3,"dexterity_save":1,"constitution_save":4,"intelligence_save":1,"wisdom_save":1,"charisma_save":0,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire,poison,poisoned","condition_immunities":"","senses":"-","languages":"Dwarvish,Ignan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The azer makes two Warhammer attacks."},{"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, plus 3 (1d6) fire damage."}],"bonus_actions":[{"name":"Blazing Bulwark","desc":"The azer creates fire in a 15-foot line that is 1 foot wide, originating from a point the azer can see within 15 feet of it. This line is an opaque wall that is 3 feet tall and provides half-cover to creatures behind it. A creature that moves through the line takes damage as if it touched the azer. The line of fire lasts for 1 minute or until the azer uses this bonus action again."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heated Body","desc":"A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage."},{"name":"Heated Weapons","desc":"When the azer hits with a metal melee weapon, the weapon 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 feet."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_azer/"},{"slug":"balara_bf","desc":"","name":"Balara","size":"large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":3,"dexterity_save":2,"constitution_save":2,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"charmed,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The balara makes one Bite attack and two Claw attacks, or it makes three Necrotic Bolt attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 16 (3d8+3) piercing damage plus 4 (1d8) necrotic damage, and the target can't regain HP until the start of the balara's next turn."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) slashing damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 15 (3d8+2) necrotic damage, and the target can't regain HP until the start of the balara's next turn."}],"bonus_actions":[],"reactions":[{"name":"Relentless Pursuit","desc":"When a creature the balara can see moves away from it, the balara can move up to half its speed toward that creature. This movement doesn't provoke opportunity attacks."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Terrifying Luminance","desc":"When a creature that can see the balara's glowing ribcage starts its turn within 30 feet of the balara, the balara can force it to make a DC 14 WIS save if the balara isn't incapacitated and can see the creature. On a failure, the creature is frightened until the start of its next turn, as the visions, fear, and pain of the last moments of several animals flash through its mind. While frightened, the creature's speed is reduced to 0, and it can't use reactions. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the balara until the start of its next turn, when it can avert its eyes again. If the creature looks at the balara in the meantime, it must immediately make the save."},{"name":"Undead Nature","desc":"The balara doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The balara is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_balara/"},{"slug":"basilisk_bf","desc":"","name":"Basilisk","size":"medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":68,"hit_dice":"","speed":{"walk":20},"strength":16,"dexterity":8,"constitution":14,"intelligence":2,"wisdom":8,"charisma":6,"strength_save":3,"dexterity_save":-1,"constitution_save":2,"intelligence_save":-4,"wisdom_save":-1,"charisma_save":-2,"perception":9,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison,petrified,Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The basilisk makes two Bite or Poison Spit attacks. If both Bite or Poison Spit attacks hit one creature, the target is poisoned until the end of its next turn."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 7 (2d6) poison damage."},{"name":"Poison Spit","desc":"_Ranged Weapon Attack:_ +5 to hit, range 20/60 ft., one target. _Hit:_ 13 (3d6+3) poison damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Monstrosity Resilience","desc":"The basilisk is resistant to exhaustion and to the frightened condition."},{"name":"Petrifying Gaze","desc":"When a creature that can see the basilisk's eyes starts its turn within 30 feet of the basilisk, the basilisk can force it to make a DC 12 CON save if the basilisk isn't incapacitated and can see the creature. On a failure, the creature magically begins to turn to stone and is restrained. The restrained creature must repeat the save at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If the creature looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the basilisk mistakes itself for a rival and is affected by its own gaze."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_basilisk/"},{"slug":"black_dragon_wyrmling_bf","desc":"","name":"Black Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":51,"hit_dice":"","speed":{"walk":30,"fly":60,"swim":30},"strength":16,"dexterity":18,"constitution":16,"intelligence":10,"wisdom":14,"charisma":16,"strength_save":3,"dexterity_save":4,"constitution_save":3,"intelligence_save":0,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid,poisoned","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) slashing damage."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 DEX save, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The black dragon can breathe air and water."},{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_black-dragon-wyrmling/"},{"slug":"bloatblossom_bf","desc":"","name":"Bloatblossom","size":"medium","type":"Plant","subtype":"","group":"Sporeborn","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"","speed":{"walk":20},"strength":16,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":8,"charisma":4,"strength_save":3,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":-1,"charisma_save":-3,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Plant Resilience","damage_immunities":"","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The bloatblossom makes one Bite attack and one Slam attack, or it makes two Toxic Nodule attacks. If the Bite and Slam attacks both hit one Humanoid, the target must succeed on a DC 13 CON save or be infected with apocalyptic fungus (see sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 4 (1d8) poison damage."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 4 (1d8) poison damage. If the target is Medium or smaller, it is grappled (escape DC 13)."},{"name":"Toxic Nodule","desc":"_Ranged Weapon Attack:_ +5 to hit, range 30/60 ft., one target. _Hit:_ 12 (2d8+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."}],"bonus_actions":[{"name":"Instinct to Pursue","desc":"The bloatblossom takes the Dash action toward an uninfected Humanoid it can see or sense."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Hearing","desc":"The bloatblossom's Perception is 16 while perceiving by hearing."},{"name":"Plant Resilience","desc":"The bloatblossom is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bloatblossom/"},{"slug":"blue_dragon_wyrmling_bf","desc":"","name":"Blue Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":68,"hit_dice":"","speed":{"walk":30,"burrow":15,"fly":60},"strength":16,"dexterity":14,"constitution":18,"intelligence":12,"wisdom":14,"charisma":18,"strength_save":3,"dexterity_save":2,"constitution_save":4,"intelligence_save":1,"wisdom_save":2,"charisma_save":4,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage plus 3 (1d6) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) slashing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 DEX save, taking 27 (5d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_blue-dragon-wyrmling/"},{"slug":"boar_giant_bf","desc":"","name":"Boar, Giant","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"","speed":{"walk":40},"strength":16,"dexterity":10,"constitution":16,"intelligence":2,"wisdom":6,"charisma":4,"strength_save":3,"dexterity_save":0,"constitution_save":3,"intelligence_save":-4,"wisdom_save":-2,"charisma_save":-3,"perception":8,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The giant boar makes two Tusk attacks. If both attacks hit one creature, the target must succeed on a DC 13 STR save or be knocked prone."},{"name":"Tusk","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."}],"bonus_actions":[{"name":"Challenging Snort","desc":"The boar snorts and stomps its feet at a creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn and have disadvantage on the next save it makes against being knocked prone by the boar."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the boar moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone."},{"name":"Relentless (Recharges after a Short or Long Rest)","desc":"If the boar takes 10 damage or less that would reduce it to 0 HP, it is reduced to 1 HP instead."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_boar-giant/"},{"slug":"bronze_dragon_wyrmling_bf","desc":"","name":"Bronze Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":51,"hit_dice":"","speed":{"walk":30,"fly":60,"swim":30},"strength":16,"dexterity":14,"constitution":18,"intelligence":12,"wisdom":14,"charisma":18,"strength_save":3,"dexterity_save":2,"constitution_save":4,"intelligence_save":1,"wisdom_save":2,"charisma_save":4,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (1d10+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) slashing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 DEX save, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one."},{"name":"Repulsion Breath (Recharge 6)","desc":"The dragon exhales repulsion energy in a 15-foot cone. Each creature in that area must succeed on a DC 12 STR save or be pushed up to 5 feet away from the dragon."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_bronze-dragon-wyrmling/"},{"slug":"couatl_bf","desc":"","name":"Couatl","size":"medium","type":"Celestial","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":77,"hit_dice":"","speed":{"walk":30,"fly":90},"strength":16,"dexterity":20,"constitution":16,"intelligence":18,"wisdom":24,"charisma":22,"strength_save":3,"dexterity_save":5,"constitution_save":3,"intelligence_save":4,"wisdom_save":7,"charisma_save":6,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Celestial Resilience","damage_immunities":"psychic","condition_immunities":"","senses":"truesight 120 ft.","languages":"all,telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The couatl makes one Bite attack and one Constrict attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d6+5) piercing damage plus 14 (4d6) poison damage. If the poison damage reduces the target to 0 HP, the couatl can choose for the target to be stable but poisoned for 1 hour, even after regaining HP, and is unconscious while poisoned in this way."},{"name":"Constrict","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the couatl can't Constrict another target."},{"name":"Healing Hiss (3/Day)","desc":"The couatl croons a soothing hiss at a creature it can sense within 5 feet of it. The target magically regains 10 (3d6) HP and is freed from any disease or poison."}],"bonus_actions":[{"name":"Change Shape","desc":"The couatl magically transforms into a Large or smaller Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Celestial. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the couatl's choice). It reverts to its true form if it dies. In a new form, the couatl retains its Celestial Resilience and Inscrutable traits and its HP, HD, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action and the Rainbow Shield reaction. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[{"name":"Rainbow Shield","desc":"When a creature the couatl can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has disadvantage on the attack roll. If the protected creature hasn't attacked or harmed another creature within the last minute, the attacker's attack misses instead."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Celestial Resilience","desc":"The couatl is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks."},{"name":"Inscrutable","desc":"The couatl is immune to any effect that would sense its emotions or read its thoughts, as well as divination spells or effects, such as scrying or detecting its location, that it refuses. WIS (Insight) checks made to ascertain the couatl's intentions or sincerity have disadvantage."},{"name":"Magic Resistance","desc":"The couatl has advantage on saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The couatl's weapon attacks are magical."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_couatl/"},{"slug":"darkmantle_bf","desc":"","name":"Darkmantle","size":"small","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":null,"hit_points":25,"hit_dice":"","speed":{"walk":10,"fly":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":2,"wisdom":10,"charisma":4,"strength_save":3,"dexterity_save":1,"constitution_save":1,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-3,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"keensense 60 ft.","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Crush","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to it. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, the darkmantle attaches to the target's head, and the target is blinded and unable to breathe while the darkmantle is attached. While attached, the darkmantle can't make Crush attacks, and at the start of each of the darkmantle's turns, the target takes 6 (1d6+3) bludgeoning damage.<br>The attached darkmantle moves with the target whenever the target moves, requiring none of the darkmantle's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can take its action to detach the darkmantle by succeeding on a DC 13 STR check."},{"name":"Topple","desc":"While attached to a creature, the darkmantle swings its body to throw off the balance of the creature to which it is attached. The attached target must succeed on a DC 13 DEX save or be knocked prone. If the target fails the save and is already prone, it is restrained while the darkmantle is attached to it, as the darkmantle pins it to the ground."}],"bonus_actions":[{"name":"Darkness Aura (1/Day)","desc":"A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Echolocation","desc":"The darkmantle can't use its keensense while deafened."},{"name":"False Appearance","desc":"While the darkmantle remains motionless, it is indistinguishable from a cave formation, such as a stalactite or stalagmite."},{"name":"Jagged Hide","desc":"A creature that hits the darkmantle with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage."},{"name":"Monstrosity Resilience","desc":"The darkmantle is resistant to exhaustion and to the frightened condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_darkmantle/"},{"slug":"drider_bf","desc":"","name":"Drider","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":112,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":22,"constitution":18,"intelligence":12,"wisdom":14,"charisma":12,"strength_save":3,"dexterity_save":6,"constitution_save":4,"intelligence_save":1,"wisdom_save":2,"charisma_save":1,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Fey Ancestry,Monstrosity Resilience","damage_immunities":"poison,poisoned","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Elvish,Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The drider makes one Longsword attack and two Skewer attacks, or it makes three Web Shot attacks."},{"name":"Longsword","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands."},{"name":"Skewer","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) poison damage."},{"name":"Web Shot","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/60 ft., one target. _Hit:_ 14 (2d10+3) bludgeoning damage, and the target must succeed on a DC 15 STR save or be restrained by webbing. A creature, including the restrained target, can take its action to break the webbing and free the restrained target by succeeding on a DC 15 STR check."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Ancestry","desc":"The drider is resistant to the charmed condition, and magic can't put the drider to sleep."},{"name":"Monstrosity Resilience","desc":"The drider is resistant to exhaustion and to the frightened condition."},{"name":"Spider Climb","desc":"The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the drider has disadvantage on attack rolls, and its Perception is 10 when perceiving by sight."},{"name":"Web Sense","desc":"While in contact with a web, the drider knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"The drider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_drider/"},{"slug":"eagle_giant_bf","desc":"","name":"Eagle, Giant","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":13,"armor_desc":null,"hit_points":40,"hit_dice":"","speed":{"walk":10,"fly":80},"strength":16,"dexterity":16,"constitution":12,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":3,"dexterity_save":3,"constitution_save":1,"intelligence_save":-1,"wisdom_save":2,"charisma_save":0,"perception":14,"skills":{},"damage_vulnerabilities":"blinded","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Giant Eagle,understands Common and Auran but can't speak them","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The eagle makes one Beak attack and one Talons attack."},{"name":"Beak","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 6 (1d6+3) piercing damage."},{"name":"Talons","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the eagle can't use its Talons on another target."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Sight","desc":"The eagle's Perception is 19 when perceiving by sight."},{"name":"Seabird","desc":"The eagle can swim up to 40 feet on its turn, but it must start and end its movement either flying or on a solid surface, such as a ship or beach. If it is swimming at the end of its turn, it must succeed on a DC 11 CON save or it immediately begins to sink and suffocate. A suffocating eagle must succeed on a DC 13 STR check to fly out of the substance where it is sinking."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_eagle-giant/"},{"slug":"frog_giant_poisonous_bf","desc":"","name":"Frog, Giant Poisonous","size":"large","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":11,"armor_desc":null,"hit_points":44,"hit_dice":"","speed":{"walk":30,"swim":30},"strength":16,"dexterity":12,"constitution":12,"intelligence":2,"wisdom":10,"charisma":2,"strength_save":3,"dexterity_save":1,"constitution_save":1,"intelligence_save":-4,"wisdom_save":0,"charisma_save":-4,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft.","languages":"-","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 8 (1d10+3) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the frog can't Bite another target."},{"name":"Swallow","desc":"The frog makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 7 (2d6) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog takes any damage from the swallowed creature, the frog must succeed on a DC 11 CON save at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the frog. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone."}],"bonus_actions":[{"name":"Reeling Tongue","desc":"The frog lashes out its tongue at one Large or smaller creature it can see within 20 feet of it. The target must succeed on a DC 13 STR save or be pulled up to 15 feet closer to the frog."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The frog can breathe air and water."},{"name":"Standing Leap","desc":"The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."},{"name":"Toxic Skin","desc":"The frog's skin is coated in a hallucinogenic toxin. A creature that touches the frog or hits it with a melee attack while within 5 feet of it must make a DC 13 CON save. On a failure, a creature is poisoned until the end of its next turn and experiences mild hallucinations while poisoned."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_frog-giant-poisonous/"},{"slug":"gargoyle_bf","desc":"","name":"Gargoyle","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":52,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":16,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":3,"dexterity_save":0,"constitution_save":5,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing from nonmagical attacks","damage_immunities":"poison,exhaustion,petrified,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Terran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gargoyle makes one Bite attack and one Claws attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."}],"bonus_actions":[],"reactions":[{"name":"Fearsome Mien","desc":"When a creature the gargoyle can see hits it with an attack, the gargoyle can shift its face to appear more monstrous. The attacker must succeed on a DC 13 WIS save or be frightened of the gargoyle until the end of its next turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Diving Pounce","desc":"If the gargoyle is flying and moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the gargoyle can make one Bite attack against it as a bonus action."},{"name":"False Appearance","desc":"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gargoyle/"},{"slug":"gelatinous_cube_bf","desc":"","name":"Gelatinous Cube","size":"large","type":"Ooze","subtype":"","group":null,"alignment":"","armor_class":6,"armor_desc":null,"hit_points":75,"hit_dice":"","speed":{"walk":15},"strength":16,"dexterity":3,"constitution":20,"intelligence":1,"wisdom":6,"charisma":1,"strength_save":3,"dexterity_save":-4,"constitution_save":5,"intelligence_save":-5,"wisdom_save":-2,"charisma_save":-5,"perception":8,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"Ooze Resilience","damage_immunities":"acid,piercing,Ooze Resilience","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"-","challenge_rating":"2","cr":2.0,"actions":[{"name":"Pseudopod","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 10 (3d6) acid damage."},{"name":"Engulf","desc":"The cube moves up to its speed. While doing so, it can enter a Large or smaller creature's space. When the cube enters a creature's space, the creature must make a DC 13 DEX save. On a success, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed save. On a failed save, the cube enters the creature's space, the creature takes 10 (3d6) acid damage, and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.<br>An engulfed creature can try to escape by taking an action to make a DC 13 STR check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."}],"bonus_actions":[],"reactions":[{"name":"Skewer Prey","desc":"When the gelatinous cube is subjected to piercing damage, it can move a random creature engulfed by it to intercept the attack. The creature takes the piercing damage as if it were the target."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ooze Cube","desc":"The cube takes up its entire space. Other creatures can enter the space, but are subjected to the cube's Engulf and have disadvantage on the save. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 13 STR check, and the creature making the attempt takes 10 (3d6) acid damage.<br>The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."},{"name":"Ooze Nature","desc":"The cube doesn't require sleep."},{"name":"Ooze Resilience","desc":"The cube is resistant to the grappled and restrained conditions, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions."},{"name":"Transparent","desc":"While motionless, the cube's Stealth is 15, even when the cube is in plain sight."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gelatinous-cube/"},{"slug":"ghast_bf","desc":"","name":"Ghast","size":"medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"","armor_class":13,"armor_desc":null,"hit_points":48,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":16,"dexterity":16,"constitution":10,"intelligence":10,"wisdom":14,"charisma":8,"strength_save":3,"dexterity_save":3,"constitution_save":0,"intelligence_save":0,"wisdom_save":2,"charisma_save":-1,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"charmed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The ghast makes one Bite attack and two Claws attacks. If one Bite attack and at least one Claws attack hit a creature that isn't a Construct or Undead, the target must succeed on a DC 13 CON save or contract ghoul hunger (see the Ghoul Hunger sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage. If the target is a creature that isn't a Construct or Undead, it must succeed on a DC 13 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The ghast doesn't require air or sleep. In addition, it must consume at least 2 pounds of raw meat every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the ghast can't remove levels of exhaustion until it consumes at least 4 pounds of raw meat."},{"name":"Spider Climb","desc":"The ghast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Stench","desc":"A creature that starts its turn within 5 feet of the ghast must succeed on a DC 13 CON save or be poisoned until the start of its next turn. On a success, the creature is immune to the ghast's Stench for 24 hours."},{"name":"Turning Defiance","desc":"The ghast and any ghouls within 30 feet of it have advantage on saves against effects that turn undead."},{"name":"Undead Resilience","desc":"The ghast is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ghast/"}]}