{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-strength&page=56","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-strength&page=54","results":[{"slug":"lemure-band-a5e","desc":"","name":"Lemure Band","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":7,"armor_desc":"","hit_points":67,"hit_dice":"15d8","speed":{"walk":15},"strength":10,"dexterity":4,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands Infernal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Fists","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 12 (5d4) bludgeoning damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Area Vulnerability","desc":"The band takes double damage from any effect that targets an area."},{"name":"Band Dispersal","desc":"When the band is reduced to 0 hit points, it turns into 2 (1d4) lemures with 6 hit points each."},{"name":"Band","desc":"The band is composed of 5 or more lemures. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The band can move through any opening large enough for one Medium creature without squeezing."},{"name":"Devils Sight","desc":"The bands darkvision penetrates magical darkness."},{"name":"Eerie Groan","desc":"While the band can see a non-devil within 100 feet, it emits a groan that is audible within 300 feet."},{"name":"Lawful Evil","desc":"The band radiates a Lawful and Evil aura."}],"spell_list":[],"page_no":86,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_lemure-band/"},{"slug":"mage-a5e","desc":"","name":"Mage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): clairvoyance\n counterspell\n fireball\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cone of cold"}],"spell_list":[],"page_no":482,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mage/"},{"slug":"malcubus-a5e","desc":"","name":"Malcubus","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"","hit_points":78,"hit_dice":"12d8+24","speed":{"walk":30,"fly":60},"strength":10,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":5,"perception":5,"persuasion":7,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; damage from nonmagical weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Claw (Malcubus Form Only)","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Charm","desc":"The malcubus targets one humanoid on the same plane of existence within 30 feet  forcing it to make a DC 15 Wisdom saving throw. On a failure  the target is magically charmed for 1 day or until the malcubus charms another creature. The charmed creature obeys the malcubuss commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creatures saving throw is successful or the effect ends for it  it is immune to any malcubuss Charm for 24 hours."},{"name":"Draining Kiss","desc":"The malcubus kisses a willing or charmed creature. The target makes a DC 15 Constitution saving throw  taking 22 (4d10) psychic damage on a failed save or half damage on a success. The targets hit point maximum is reduced by the same amount until it finishes a long rest  and the malcubus regains hit points equal to the same amount. If the target is charmed by the malcubus  the charm ends."},{"name":"Etherealness","desc":"The malcubus magically travels to the Ethereal Plane. While on the Ethereal Plane  the malcubus can see and hear into the Material Plane and can choose to make itself audible and hazily visible to creatures on the Material Plane. If a humanoid on the Material Plane invites the malcubus to do so  the malcubus can use an action to magically travel from the Ethereal Plane to the Material Plane."},{"name":"Dream (1/Day)","desc":"While on the Ethereal Plane  the malcubus magically touches a sleeping humanoid that is not protected by a magic circle or protection from evil and good spell or similar magic. While the touch persists  the malcubus appears in the creatures dreams. The creature can end the dream at any time. If the dream lasts for 1 hour  the target gains no benefit from the rest  and the malcubus can use Charm on the creature even if its on a different plane of existence."}],"bonus_actions":[{"name":"Shapeshift","desc":"The malcubus magically changes its form to a Medium or Small humanoid or into its true form. It can fly only in its true form. While shapeshifted, its statistics are unchanged except for its size and speed. Its equipment is not transformed. It reverts to its true form if it dies."}],"reactions":[{"name":"Living Shield","desc":"When a creature the malcubus can see hits it with an attack, the malcubus can give an order to a creature charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the malcubus. The attack hits the charmed creature instead of the malcubus."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cloaked Mind","desc":"When subjected to a divination effect that detects fiends or alignment, the malcubus makes a DC 15 Charisma saving throw. On a success, the malcubuss nature is not detected."},{"name":"Evil","desc":"The malcubus radiates an Evil aura."},{"name":"Telepathic Bond","desc":"The malcubus can communicate telepathically with a charmed creature over any distance, even on a different plane of existence."}],"spell_list":[],"page_no":319,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_malcubus/"},{"slug":"merfolk-a5e","desc":"","name":"Merfolk","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":10,"swim":40},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 30 ft., passive Perception 12","languages":"Aquan, Common","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with two hands to make a melee attack  or 3 (1d6) piercing damage if thrown."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The merfolk can breathe air and water."}],"spell_list":[],"page_no":329,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_merfolk/"},{"slug":"minstrel-a5e","desc":"","name":"Minstrel","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"deception":5,"performance":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any three","challenge_rating":"2","cr":2.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Vicious Mockery (Cantrip; V)","desc":"A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure  it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Shatter (2nd-Level; V, S, M)","desc":"An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw  taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone  metal  or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage."},{"name":"Hypnotic Pattern (3rd-Level; S, M, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."}],"bonus_actions":[{"name":"Martial Encouragement","desc":"Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage."},{"name":"Healing Word (1st-Level; V)","desc":"The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13\n +5 to hit with spell attacks). They have the following bard spells prepared:\n Cantrips (at will): light\n mage hand\n minor illusion\n vicious mockery\n 1st-level (4 slots): charm person\n disguise self\n healing word\n 2nd-level (3 slots): enthrall\n invisibility\n shatter\n 3rd-level (2 slots): hypnotic pattern\n major image"}],"spell_list":[],"page_no":484,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_minstrel/"},{"slug":"necromancer-a5e","desc":"","name":"Necromancer","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Fireball (3rd-Level; V, S, M)","desc":"Fire streaks from the mage to a point within 120 feet and explodes in a 20-foot radius  spreading around corners. Each creature in the area makes a DC 14 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cone of Cold (5th-Level; V, S, M)","desc":"Frost blasts from the mage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): animate dead\n counterspell\n fireball\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cone of cold"}],"spell_list":[],"page_no":483,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_necromancer/"},{"slug":"noble-a5e","desc":"","name":"Noble","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":13,"hit_dice":"3d8","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":10,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":4,"history":2,"insight":3,"intimidation":4,"performance":4,"persuasion":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any two","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":485,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_noble/"},{"slug":"orcish-wildling-minstrel-a5e","desc":"","name":"Orcish Wildling Minstrel","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":null,"skills":{"deception":5,"performance":5,"persuasion":5,"history":3,"nature":3,"survival":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any three","challenge_rating":"2","cr":2.0,"actions":[{"name":"Rapier","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage."},{"name":"Vicious Mockery (Cantrip; V)","desc":"A creature within 60 feet that can hear the minstrel makes a DC 14 Wisdom saving throw. On a failure  it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn."},{"name":"Invisibility (2nd-Level; V, S, M, Concentration)","desc":"The minstrel or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell."},{"name":"Shatter (2nd-Level; V, S, M)","desc":"An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the minstrel can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw  taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone  metal  or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage."},{"name":"Hypnotic Pattern (3rd-Level; S, M, Concentration)","desc":"A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure  the creature is charmed for 1 minute. While charmed  the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze."}],"bonus_actions":[{"name":"Martial Encouragement","desc":"Until the beginning of the minstrels next turn, one creature within 30 feet that can hear the minstrel deals an extra 3 (1d6) damage whenever it deals weapon damage."},{"name":"Healing Word (1st-Level; V)","desc":"The minstrel or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The minstrel can't cast this spell and a 1st-level or higher spell on the same turn."},{"name":"Many orc tribes use song to preserve a communal memory of history","desc":"Minstrels are the keepers of the tribes wisdom and identity."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Legend lore","desc":"Once every 30 days, the orcish wilding minstrel can innately cast legend lore with no material component."},{"name":"Spellcasting","desc":"The minstrel is a 5th level spellcaster. Their spellcasting ability is Charisma (spell save DC 13\n +5 to hit with spell attacks). They have the following bard spells prepared:\n Cantrips (at will): light\n mage hand\n minor illusion\n vicious mockery\n 1st-level (4 slots): charm person\n disguise self\n healing word\n 2nd-level (3 slots): enthrall\n invisibility\n shatter\n 3rd-level (2 slots): hypnotic pattern\n major image"}],"spell_list":[],"page_no":484,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_orcish-wildling-minstrel/"},{"slug":"piercer-a5e","desc":"","name":"Piercer","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":9,"hit_dice":"2d6+2","speed":{"walk":0},"strength":10,"dexterity":10,"constitution":12,"intelligence":1,"wisdom":6,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft. (blind beyond that radius), passive Perception 8","languages":"","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Pierce","desc":"Melee Weapon Attack: +2 to hit  one target directly underneath the piercer. Hit: 10 (3d6) piercing damage. This attack has disadvantage against a creature that is protecting its head with a shield or similar object. If the attack misses  the piercer dies."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless, the piercer is indistinguishable from a normal stalactite."}],"spell_list":[],"page_no":373,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_piercer/"},{"slug":"scout-a5e","desc":"","name":"Scout","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"nature":2,"perception":4,"stealth":5,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"any one","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The scout has advantage on Perception checks that rely on hearing or sight."}],"spell_list":[],"page_no":490,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_scout/"},{"slug":"shadow-elf-mage-a5e","desc":"","name":"Shadow Elf Mage","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":67,"hit_dice":"9d8+27","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6,"investigation":6,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14; darkvision 120 ft.","languages":"any three","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage."},{"name":"Fire Bolt (Cantrip; V, S)","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage."},{"name":"Lightning Bolt (3rd-Level; V, S, M)","desc":"A bolt of lightning 5 feet wide and 100 feet long arcs from the mage. Each creature in the area makes a DC 14 Dexterity saving throw  taking 28 (8d6) lightning damage on a failure or half damage on a success."},{"name":"Dimension Door (4th-Level; V)","desc":"The mage teleports to a location within 500 feet. They can bring along one willing Medium or smaller creature within 5 feet. If a creature would teleport to an occupied space  it takes 14 (4d6) force damage  and the spell fails."},{"name":"Greater Invisibility (4th-Level; V, S, Concentration)","desc":"The mage or a creature they touch is invisible for 1 minute."},{"name":"Cloudkill (5th-Level; V, S, Concentration)","desc":"A 20-foot-radius sphere of poisonous  sickly green fog appears centered on a point within 120 feet. It lasts for 10 minutes. It spreads around corners  heavily obscures the area  and can be dispersed by a strong wind  ending the spell early. Until the spell ends  when a creature starts its turn in the area or enters it for the first time on a turn  it makes a DC 17 Constitution saving throw  taking 22 (5d8) poison damage on a failure or half damage on a success. The fog moves away from the mage 10 feet at the start of each of its turns  sinking to the level of the ground in that space."}],"bonus_actions":[{"name":"Misty Step (2nd-Level; V)","desc":"The mage teleports to an unoccupied space they can see within 30 feet. The mage can't cast this spell and a 1st-level or higher spell on the same turn."}],"reactions":[{"name":"Counterspell (3rd-Level; S)","desc":"When a creature the mage can see within 60 feet casts a spell, the mage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the mage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell."},{"name":"Shield (1st-Level; V","desc":"When the mage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate spells","desc":"The shadow elf magecan innately cast dancing lights as a cantrip and faerie fire and darkness once each per long rest with no material components, using Intelligence as their spellcasting ability."},{"name":"Spellcasting","desc":"The mage is a 9th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 14\n +6 to hit with spell attacks). They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (3 slots): alter self\n misty step\n 3rd-level (3 slots): clairvoyance\n counterspell\n lightning bolt\n 4th-level (3 slots): dimension door\n greater invisibility\n 5th-level (1 slot): cloudkill"}],"spell_list":[],"page_no":483,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_shadow-elf-mage/"},{"slug":"skeleton-a5e","desc":"","name":"Skeleton","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":13,"hit_dice":"2d8+4","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_skeleton/"},{"slug":"skeleton-horde-a5e","desc":"","name":"Skeleton Horde","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":8,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"fatigue, poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"understands the languages it knew in life but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 27 (5d6 + 10) piercing damage  or half damage if the horde is bloodied."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 27 (5d6 + 10) piercing damage  or half damage if the horde is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Undead Nature","desc":"A skeleton doesnt require air, sustenance, or sleep."}],"spell_list":[],"page_no":394,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_skeleton-horde/"},{"slug":"spy-a5e","desc":"","name":"Spy","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":10,"intelligence":12,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"deception":4,"insight":4,"investigation":3,"perception":4,"persuasion":4,"sleight":0,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any two","challenge_rating":"1","cr":1.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The cutthroat takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The cutthroat attacks with their shortsword."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sneak Attack (1/Turn)","desc":"The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":468,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_spy/"},{"slug":"spymaster-a5e","desc":"","name":"Spymaster","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":35},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"acrobatics":6,"deception":4,"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 14","languages":"any two","challenge_rating":"7","cr":7.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage."}],"bonus_actions":[{"name":"Cunning Action","desc":"The assassin takes the Dash, Disengage, Hide, or Use an Object action."},{"name":"Rapid Attack","desc":"The assassin attacks with their shortsword."},{"name":"Don Disguise","desc":"The spymaster uses a disguise kit, making a Deception check to create the disguise. While the spymaster is wearing a disguise, their true identity can't be determined even if the disguise fails."},{"name":"Study Adversary","desc":"The spymaster studies the defenses of a creature engaged in combat. The spymaster gains advantage on all attacks and contested ability checks against that creature for 24 hours or until they study a different creature."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assassinate","desc":"During the first turn of combat, the assassin has advantage on attack rolls against any creature that hasnt acted. On a successful hit, each creature of the assassins choice that can see the assassins attack is rattled until the end of the assassins next turn."},{"name":"Dangerous Poison","desc":"As part of making an attack, the assassin can apply a dangerous poison to their weapon (included below). The assassin carries 3 doses of this poison. A single dose can coat one melee weapon or up to 5 pieces of ammunition."},{"name":"Evasion","desc":"When the assassin makes a Dexterity saving throw against an effect that deals half damage on a success, they take no damage on a success and half damage on a failure."},{"name":"Sneak Attack (1/Turn)","desc":"The assassin deals an extra 21 (6d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the assassins target is within 5 feet of an ally of the assassin while the assassin doesnt have disadvantage on the attack."}],"spell_list":[],"page_no":468,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_spymaster/"},{"slug":"stout-halfling-guard-a5e","desc":"","name":"Stout Halfling Guard","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":11,"hit_dice":"2d8+2","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"insight":2,"nature":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"any one","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":492,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_stout-halfling-guard/"},{"slug":"swarm-of-rats-a5e","desc":"","name":"Swarm of Rats","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":11,"armor_desc":"","hit_points":17,"hit_dice":"5d8-5","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":8,"intelligence":2,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, unconscious","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 7 (2d6) piercing damage  or 3 (1d6) piercing damage if the swarm is bloodied."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The swarm has advantage on Perception checks that rely on smell."},{"name":"Swarm","desc":"The swarm can occupy another creatures space and move through any opening large enough for a Tiny creature. It can't gain hit points or temporary hit points."}],"spell_list":[],"page_no":461,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_swarm-of-rats/"},{"slug":"wererat-a5e","desc":"","name":"Wererat","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"","hit_points":33,"hit_dice":"6d8+6","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":10,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":2,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"damage from nonmagical, non-silvered weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft. (rat or hybrid form only), passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Shortsword (Humanoid or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","desc":"Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage  or 12 (3d6 + 2) piercing damage if the attack is made with advantage."},{"name":"Bite (Rat or Hybrid Form Only)","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid  it makes a DC 11 Constitution saving throw. On a failure  it is cursed with wererat lycanthropy."}],"bonus_actions":[{"name":"Shapeshift","desc":"The wererat changes its form to a giant rat, a rat-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged. It can't speak in rat form. Its equipment is not transformed. It reverts to its true form if it dies."},{"name":"Frenzied Bite (While Bloodied","desc":"The wererat makes a bite attack."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The wererat has advantage on Perception checks that rely on smell."},{"name":"Pack Tactics","desc":"The wererat has advantage on attack rolls against a creature if at least one of the wererats allies is within 5 feet of the creature and not incapacitated."},{"name":"Wolfsbane","desc":"Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour."}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wererat/"},{"slug":"wood-elf-scout-a5e","desc":"","name":"Wood Elf Scout","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":35,"climb":35},"strength":10,"dexterity":16,"constitution":14,"intelligence":10,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"nature":2,"perception":4,"stealth":5,"survival":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"any one","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage."},{"name":"Longbow","desc":"Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Sight","desc":"The scout has advantage on Perception checks that rely on hearing or sight."}],"spell_list":[],"page_no":491,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wood-elf-scout/"},{"slug":"aridni-tob1-2023","desc":"False","name":"Aridni","size":"Small","type":"Fey","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"15d6 + 30","speed":{"walk":60,"fly":20},"strength":9,"dexterity":21,"constitution":14,"intelligence":12,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":13,"skills":{"Acrobatics":11,"Perception":3,"Stealth":11},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Gnoll, Sylvan, Void Speech","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The aridni makes three Shortsword or Pixie Bow attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage."},{"name":"Pixie Bow","desc":"Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 10 (2d4 + 5) piercing damage."},{"name":"Spellcasting","desc":"The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):\nAt will: dancing lights, detect magic, invisibility\n3/day each: charm person, faerie fire\n1/day: spike growth"}],"bonus_actions":[{"name":"Enchanted Arrows","desc":"The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:"},{"name":"Confusion","desc":"The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell."},{"name":"Fear","desc":"The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route."},{"name":"Laughter","desc":"The target falls prone and is incapacitated with laughter until the end of its next turn."},{"name":"Sleep","desc":"The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake.\n\n\n\n\nAridni in Midgard"}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Flyby","desc":"The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The aridni has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":25,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_aridni/"},{"slug":"chernomoi-tob1-2023","desc":"False","name":"Chernomoi","size":"Tiny","type":"Fey","subtype":"","group":"null","alignment":"Neutral","armor_class":14,"armor_desc":"","hit_points":32,"hit_dice":"5d4 + 20","speed":{"walk":20,"fly":20},"strength":9,"dexterity":18,"constitution":18,"intelligence":12,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":12,"skills":{"Acrobatics":6,"Perception":2,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."},{"name":"Shriek (Recharge 5-6)","desc":"The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one."},{"name":"Spellcasting","desc":"The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: detect magic, mage hand, mending, message, prestidigitation\n1/day each: detect poison and disease, dimension door"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":54,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_chernomoi/"},{"slug":"eonicdrifter-tob1-2023","desc":"False","name":"Eonic Drifter","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8 + 20","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":14,"intelligence":18,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{"Arcana":6,"History":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 10","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Time-Warping Staff","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) force damage."},{"name":"Drift Forward (Recharge 5-6)","desc":"The drifter chooses one creature it can see within 5 feet of its future self. The target must make a DC 13 Wisdom saving throw. On a failure, the target takes 7 (2d6) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn't pulled forward in time. A target pulled forward in time disappears, along with the drifter's future self, as the future self pulls the target with it. At the end of the drifter's next turn, the target and the drifter's future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience."}],"bonus_actions":[{"name":"Call to the Future (1/Day)","desc":"The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter's future self acts on the drifter's turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter's choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter's future self is destroyed, the drifter must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":165,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_eonic-drifter/"},{"slug":"erina-tob1-2023","desc":"False","name":"Erina","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":12,"armor_desc":"leather armor","hit_points":22,"hit_dice":"4d6 + 8","speed":{"walk":20,"burrow":20},"strength":9,"dexterity":12,"constitution":14,"intelligence":13,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":10,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"poison","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Erina","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage."},{"name":"Sling","desc":"Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 2 (1d4) piercing damage at the start of the erina's turn."}],"spell_list":[],"page_no":166,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_erina/"},{"slug":"greyfur-tob1-2023","desc":"False","name":"Greyfur","size":"Small","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"","hit_points":67,"hit_dice":"15d6 + 15","speed":{"walk":20},"strength":9,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Acrobatics":5,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Lemurfolk","challenge_rating":"3","cr":3.0,"actions":[{"name":"Greyfur's Staff","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) force damage."},{"name":"Arcane Bolt","desc":"Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) force damage."},{"name":"Spellcasting","desc":"The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):\nAt will: light, mage hand, prestidigitation\n3/day each: color spray, sleep"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Glide","desc":"The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."}],"spell_list":[],"page_no":250,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_greyfur/"},{"slug":"ramag-tob1-2023","desc":"False","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral","armor_class":13,"armor_desc":"leather armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":11,"skills":{"Arcana":5,"Investigation":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"False","condition_immunities":"False","senses":"passive Perception 11","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage."}],"bonus_actions":[{"name":"Portal Traveler (Recharge 5-6)","desc":"The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a DC 13 Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."},{"name":"Portal Sense","desc":"The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it."}],"spell_list":[],"page_no":299,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_ramag/"},{"slug":"cats-of-ulthar","desc":"","name":"Cats of Ulthar","size":"Huge","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":null,"hit_points":55,"hit_dice":"10d10","speed":{"walk":40},"strength":9,"dexterity":18,"constitution":10,"intelligence":2,"wisdom":14,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 12","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"attack_bonus":6,"damage_dice":"4d6","desc":"Melee Weapon Attack: +6 to hit, reach 0 ft., up to two creatures in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","name":"Bites"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Each creature in the swarm must succeed on a DC 12 Wisdom saving throw or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the swarm's Feline Terror for the next 24 hours.","name":"Feline Terror"},{"desc":"The swarm has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.","name":"Keen Senses"},{"desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hp or gain temporary hp.","name":"Swarm"}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cats-of-ulthar/"},{"slug":"pact-drake","desc":"","name":"Pact Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"8d6+24","speed":{"fly":60,"walk":40},"strength":9,"dexterity":14,"constitution":17,"intelligence":17,"wisdom":18,"charisma":20,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"insight":8,"investigation":5,"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"psychic, radiant","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., truesight 60 ft., passive Perception 16","languages":"all","challenge_rating":"1","cr":1.0,"actions":[{"desc":"The pact drake makes two attacks: one with its bite and one with its claw.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"2d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","name":"Claw"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","name":"Bite"},{"desc":"The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","name":"Enforced Diplomacy (Recharge 5-6)"},{"desc":"The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.","name":"Punish Transgressor"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.","name":"Binding Witness"},{"desc":"The drake knows if it hears a lie.","name":"Sense Falsehood"},{"desc":"A pact drake's spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring only somatic components:\nAt will: detect magic\n3/day each: arcane eye, clairvoyance, scrying","name":"Innate Spellcasting"}],"spell_list":[],"page_no":130,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pact-drake/"},{"slug":"philosophers-ghost","desc":"","name":"Philosopher's Ghost","size":"Medium","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":null,"hit_points":77,"hit_dice":"14d8+14","speed":{"walk":40},"strength":9,"dexterity":17,"constitution":12,"intelligence":2,"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":"acid, cold; slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 10","languages":"-","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The philosopher's ghost makes two burning touch attacks.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"2d4+3","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.","name":"Burning Touch"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.","name":"Illumination"},{"desc":"The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","name":"Persistent Burning Form"},{"desc":"The philosopher's ghost deals double damage to objects and structures.","name":"Siege Monster"},{"desc":"If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.","name":"Water Vulnerability"}],"spell_list":[],"page_no":297,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_philosophers-ghost/"},{"slug":"pillar-of-the-lost-magocracy","desc":"","name":"Pillar of the Lost Magocracy","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d12+12","speed":{"walk":0},"strength":9,"dexterity":1,"constitution":13,"intelligence":18,"wisdom":8,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":3,"intelligence_save":null,"wisdom_save":1,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 9","languages":"understands Common but can't speak, telepathy 120 ft.","challenge_rating":"4","cr":4.0,"actions":[{"desc":"The pillar of lost magocracy unleashes a random magical attack on a target or area within 120 feet. Roll a d4 to determine the effect:\n1. Mutant Plants. Grasping tendrils of alien vegetation sprout from the ground in a 20-foot radius centered on a point the pillar can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 14 Strength saving throw or become restrained. Treat as an entangle spell, except it only lasts for 2d4 rounds.\n2. Acid Rain. Corrosive acid falls from the sky centered on a point the pillar can see within 120 feet. Each creature in a 20-foot-radius, 40-foot-high cylinder must make a DC 14 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.\n3. Noxious Cloud. The pillar creates a 20-foot-radius sphere of reddish, stinging mist centered on a point it can see within 120 feet. The area is heavily obscured, and each creature inside the cloud at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (3d8) poison damage and is blinded until the start of its next turn. On a success, the creature takes half the damage and isn't blinded. The cloud lasts for 1d4 rounds.\n4. Shrinking Ray. A bright green ray strikes a single creature within 120 feet. The creature must succeed on a DC 14 Constitution saving throw or be shrunk to half its size. Treat as an enlarge/reduce spell, except it lasts for 2d4 rounds.","name":"Anger of the Ancient Mage"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The pillar uses its Intelligence instead of its Dexterity to determine its place in the initiative order.","name":"Mental Agility"},{"desc":"A creature that touches the pillar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.","name":"Shocking Vengeance"}],"spell_list":[],"page_no":299,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_pillar-of-the-lost-magocracy/"},{"slug":"witch-queen","desc":"","name":"Witch Queen","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"studded leather armor","hit_points":77,"hit_dice":"14d6+28","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":14,"intelligence":11,"wisdom":9,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 9","languages":"Common, Dwarvish, Undercommon","challenge_rating":"5","cr":5.0,"actions":[{"attack_bonus":6,"damage_dice":"1d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.","name":"Maddening Scimitar"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.","name":"Heightened Spell (3/Day)"},{"desc":"The witch queen has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"},{"desc":"The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: \nCantrips (at will): acid splash, mage hand, message, ray of frost\n1st level (4 slots): burning hands, magic missile, sleep\n2nd level (3 slots): invisibility, spider climb, suggestion\n3rd level (3 slots): blink, fear, lightning bolt\n4th level (2 slots): blight, confusion","name":"Spellcasting"}],"spell_list":[],"page_no":97,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_witch-queen/"},{"slug":"aridni","desc":"_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._  \n**Pale Archers.** These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.  \n**Caravan Raiders.** They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic.  \n**Wealth for Status.** They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.","name":"Aridni","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"15d6+30","speed":{"walk":20,"fly":60},"strength":9,"dexterity":21,"constitution":14,"intelligence":12,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":11,"perception":3,"stealth":11},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Gnoll, Sylvan, Void Speech","challenge_rating":"5","cr":5.0,"actions":[{"name":"Shortsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Pixie Bow","desc":"Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Slaver Arrows","desc":"An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:\n\nConfusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4 - 1 rounds.\n\nFear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.\n\nHideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.\n\nSleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flyby","desc":"The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach."},{"name":"Magic Resistance","desc":"The aridni has advantage on saving throws against spells and other magical effects."},{"name":"Innate Spellcasting","desc":"the aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:\n\nat will: dancing lights, detect magic, invisibility\n\n3/day: charm person, faerie fire, mage armor\n\n1/day: spike growth"}],"spell_list":[],"page_no":26,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_aridni/"},{"slug":"chernomoi","desc":"_These scaly creatures resemble nothing so much as tiny, batwinged dragonkin._  \n**Dragon Sprites.** Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones.  \n**Lair Alarms.** Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally.","name":"Chernomoi","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":32,"hit_dice":"5d4+20","speed":{"walk":20,"fly":20},"strength":9,"dexterity":18,"constitution":18,"intelligence":12,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":6,"perception":2,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Draconic, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"1d6"},{"name":"Shriek (Recharge 5-6)","desc":"The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: detect magic, invisibility, mage hand, mending, message, prestidigitation\n\n1/day each: detect poison and disease, dimension door"}],"spell_list":[],"page_no":55,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_chernomoi/"},{"slug":"eonic-drifter","desc":"_The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era._  \n**Adrift in Time.** Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages.  \n**Crystal Belts.** A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey.  \nBelts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps.  \n**Jittery and Paranoid.** Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time.  \nDrifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time.","name":"Eonic Drifter","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"leather armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":14,"intelligence":18,"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":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward."},{"name":"Time Warping Staff","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10"},{"name":"Drift Backward (1/Day)","desc":"A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds."},{"name":"Drift Forward (2/Day)","desc":"The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":177,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_eonic-drifter/"},{"slug":"erina-scrounger","desc":"_This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills._  \nErinas, or hedgehog folk, are a small, communal race.  \n_**Burrowed Villages.**_ Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels.  \n_**Scroungers and Gatherers.**_ Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby.","name":"Erina Scrounger","size":"Small","type":"Humanoid","subtype":"erina","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"leather armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":20,"burrow":20},"strength":9,"dexterity":12,"constitution":14,"intelligence":13,"wisdom":10,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Common, Erina","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","attack_bonus":3,"damage_dice":"1d4"},{"name":"Sling","desc":"Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The erina has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Hardy","desc":"The erina has advantage on saving throws against poison."},{"name":"Spines","desc":"An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage."}],"spell_list":[],"page_no":178,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_erina-scrounger/"},{"slug":"lemurfolk-greyfur","desc":"_This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes._  \n**Jungle Rulers.** These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items.  \n**Nocturnal Gliders.** Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard.  \n**Greyfur Elders.** Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead.  \nA typical lemurfolk stands 2 feet tall and weighs 30 lb.","name":"Lemurfolk Greyfur","size":"Small","type":"Humanoid","subtype":"lemurfolk","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"16 with mage armor","hit_points":67,"hit_dice":"15d6+15","speed":{"walk":20,"climb":10,"fly":40},"strength":9,"dexterity":16,"constitution":12,"intelligence":16,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Lemurfolk","challenge_rating":"4","cr":4.0,"actions":[{"name":"Kukri Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Blowgun","desc":"Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Silent Glide","desc":"The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks."},{"name":"Sneak Attack (1/Turn)","desc":"The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll."},{"name":"Spellcasting","desc":"the greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:\n\ncantrips (at will): light, mage hand, minor illusion, poison spray, resistance\n\n1st Level (4 slots): mage armor, sleep\n\n2nd Level (3 slots): detect thoughts, misty step\n\n3rd Level (2 slots): lightning bolt"}],"spell_list":[],"page_no":271,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_lemurfolk-greyfur/"},{"slug":"ramag","desc":"_These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles._  \n**Once Human.** The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps.  \n**Portal Network.** The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading.  \n**Studious and Powerful.** Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside.","name":"Ramag","size":"Medium","type":"Humanoid","subtype":"ramag","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"leather armor","hit_points":27,"hit_dice":"6d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":10,"intelligence":16,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"arcana":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"Common","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","attack_bonus":4,"damage_dice":"1d6"},{"name":"Shortbow","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The ramag has advantage on saving throws against spells or other magical effects."}],"spell_list":[],"page_no":317,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ramag/"},{"slug":"mage","desc":"**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.","name":"Mage","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":12,"armor_desc":"15 with _mage armor_","hit_points":40,"hit_dice":"9d8","speed":{"walk":30},"strength":9,"dexterity":14,"constitution":11,"intelligence":17,"wisdom":12,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":6,"wisdom_save":4,"charisma_save":null,"perception":null,"skills":{"arcana":6,"history":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 11","languages":"any four languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spellcasting","desc":"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:\n\n* Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n* 1st level (4 slots): detect magic, mage armor, magic missile, shield\n* 2nd level (3 slots): misty step, suggestion\n* 3rd level (3 slots): counterspell, fireball, fly\n* 4th level (3 slots): greater invisibility, ice storm\n* 5th level (1 slot): cone of cold"}],"spell_list":["https://api.open5e.com/v2/spells/fire-bolt/?format=json","https://api.open5e.com/v2/spells/light/?format=json","https://api.open5e.com/v2/spells/mage-hand/?format=json","https://api.open5e.com/v2/spells/prestidigitation/?format=json","https://api.open5e.com/v2/spells/detect-magic/?format=json","https://api.open5e.com/v2/spells/mage-armor/?format=json","https://api.open5e.com/v2/spells/magic-missile/?format=json","https://api.open5e.com/v2/spells/shield/?format=json","https://api.open5e.com/v2/spells/misty-step/?format=json","https://api.open5e.com/v2/spells/suggestion/?format=json","https://api.open5e.com/v2/spells/counterspell/?format=json","https://api.open5e.com/v2/spells/fireball/?format=json","https://api.open5e.com/v2/spells/fly/?format=json","https://api.open5e.com/v2/spells/greater-invisibility/?format=json","https://api.open5e.com/v2/spells/ice-storm/?format=json","https://api.open5e.com/v2/spells/cone-of-cold/?format=json"],"page_no":400,"environments":["Urban","Desert","Mountains","Forest","Ruin","Laboratory","Jungle","Hills","Feywild","Shadowfell","Swamp","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_mage/"},{"slug":"swarm-of-rats","desc":"","name":"Swarm of Rats","size":"Medium","type":"Beast","subtype":"Swarm","group":"Miscellaneous Creatures","alignment":"unaligned","armor_class":10,"armor_desc":null,"hit_points":24,"hit_dice":"7d8-7","speed":{"walk":30},"strength":9,"dexterity":11,"constitution":9,"intelligence":2,"wisdom":10,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 30 ft., passive Perception 10","languages":"","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","attack_bonus":2,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The swarm has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":390,"environments":["Urban","Sewer","Forest","Ruin","Swamp","Caverns","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_swarm-of-rats/"},{"slug":"death-worm","desc":"","name":"Death Worm","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":20,"burrow":20},"strength":9,"dexterity":15,"constitution":14,"intelligence":1,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"tremorsense 60', passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 4 (1d4+2) piercing damage + 2 (1d4) lightning and 4 (1d8) poison and the target must make DC 12 Con save or succumb to worm's Dreaming Venom (above)."},{"name":"Spit Poison","desc":"Ranged Weapon Attack: +4 to hit 15/30' one creature. 9 (2d8) poison and the target must make DC 12 Con save or succumb to the worm's venom (see Dreaming Venom)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Life","desc":"Can sense the general direction of creatures that aren't Constructs or Undead within 1 mile of it."},{"name":"Discharge","desc":"When a creature ends its turn within 5 ft. of a death worm the creature takes 2 (1d4) lightning."},{"name":"Dreaming Venom","desc":"iIEvery 24 hrs that elapse it must re-save reducing its hp max by 2 (1d4) on a failure. The poison is neutralized on a success. Target dies if dreaming venom reduces its hp max to 0. This reduction lasts until the poison is neutralized."},{"name":"Lightning Arc","desc":"When a creature starts its turn within 15 ft. of at least two death worms the creature must make DC 14 Dex save or take 5 (2d4) lightning. The creature has disadvantage on the save if it is within 15 ft. of three or more death worms."},{"name":"Regeneration","desc":"Regains 3 hp at the start of its turn if it has at least 1 hp."}],"spell_list":[],"page_no":106,"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_death-worm/"},{"slug":"dubius","desc":"","name":"Dubius","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":30},"strength":9,"dexterity":15,"constitution":12,"intelligence":10,"wisdom":9,"charisma":16,"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":"radiant","damage_resistances":"cold, fire, lightning","damage_immunities":"poison, psychic ","condition_immunities":"","senses":"darkvision 60', passive Perception 9","languages":"Abyssal, Common, Infernal, telepathy 120'","challenge_rating":"2","cr":2.0,"actions":[{"name":"Doubt","desc":"Forces a creature it can see within 30' of it to recall all its doubts and fears. Target: 14 (4d6) psychic (DC 13 Wis half). A creature frightened by dubius has disadvantage on the save."},{"name":"Loathing","desc":"Sows distrust and loathing in 1 creature it can see within 30' of it. Target loathes another creature dubius chooses within 30' of it and must make one attack vs. that creature on its next turn moving to creature if necessary (DC 13 Wis target distrusts allies and can't give/ receive aid from them on next turn including spells and Help action)."}],"bonus_actions":null,"reactions":[{"name":"Hesitation","desc":"When a creature the dubius can see attacks it dubius can force creature to roll d6 subtracting result from attack. If this causes attack to miss attacker is stunned until start of dubius's next turn."},{"name":"Self-Pity","desc":"If a creature dubius can see within 30' of it regains hp dubius regains hp equal to half that amount."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Memory of Shame","desc":"When Humanoid that can see dubius starts its turn within 30' of it dubius can force it to make DC 13 Wis save if dubius isn't incapacitated and can see Humanoid. Fail: Humanoid frightened 1 min. Humanoid can re-save at end of each of its turns with disadvantage if dubius is within line of sight success ends effect on itself. Once saved/effect ends for it immune to dubius's Memory of Shame next 24 hrs. Unless surprised Humanoid can avert its eyes to avoid save at start of its turn. If it does so it can't see dubius until start of its next turn when it can avert again. If it looks at dubius in meantime must immediately save. If dubius sees itself reflected on a polished surface within 30' of it and in bright light dubius due to its unique creation is affected by its own Memory of Shame."}],"spell_list":[],"page_no":162,"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_dubius/"},{"slug":"meerkats-swarm","desc":"","name":"Meerkats, Swarm","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":22,"hit_dice":"5d8","speed":{"walk":20,"burrow":10},"strength":9,"dexterity":14,"constitution":10,"intelligence":2,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, poison, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned","senses":"passive Perception 10","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 0 ft., one creature, in the swarm's space. 10 (4d4) piercing damage or 5 (2d4) piercing damage if swarm has half of its hp or fewer."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corral","desc":"A creature in the swarm's space must make DC 12 Dex save to leave its space. The creature has advantage on its save if the swarm has half of its hp or fewer."},{"name":"Keen Sight","desc":"Advantage: sight Wis (Percept) checks."},{"name":"Snake Hunter","desc":"Has advantage on saves vs. being poisoned."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa and swarm can move through any opening large enough for a Tiny meerkat. Swarm can't regain hp or gain temp hp."}],"spell_list":[],"page_no":268,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_meerkats-swarm/"},{"slug":"npc:-merchant-captain","desc":"","name":"Npc: Merchant Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"studded leather","hit_points":104,"hit_dice":"19d8+19","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common + any two languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Uses Fast Talk then three Rapier or Quip attacks. It can replace one attack with use of Spellcasting."},{"name":"Rapier","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) piercing damage + 7 (2d6) poison."},{"name":"Quip","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 14 (3d6+4) psychic."},{"name":"Fast Talk","desc":"The merchant captain baffles a creature it can see within 30' of it with barrage of jargon quick speech and big words. The target must make DC 15 Cha save or have disadvantage on the next Wis save it makes before the end of the merchant captain's next turn."},{"name":"Spellcasting","desc":"Cha (DC 15): At will: comprehend languages mage hand mending3/day ea: calm emotions enthrall heroism1/day ea: confusion freedom of movement"}],"bonus_actions":null,"reactions":[{"name":"Inspiration (4/Day)","desc":"When a creature within 30' of the merchant captain fails an attack roll ability check or save the captain can force it to reroll the die. The target must use the new roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":410,"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_npc-merchant-captain/"},{"slug":"peri","desc":"","name":"Peri","size":"Small","type":"Elemental","subtype":"","group":null,"alignment":"chaotic good","armor_class":15,"armor_desc":"natural armor","hit_points":60,"hit_dice":"11d6+22","speed":{"walk":30,"fly":50},"strength":9,"dexterity":16,"constitution":14,"intelligence":11,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":6,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"lightning, thunder","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 11","languages":"Auran, Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Wind Slash","desc":"Melee or Ranged Spell Attack: +6 to hit 5 ft. or range 60' one target 9 (2d4+4) slashing damage + 7 (2d6) lightning or thunder (the peri's choice). "},{"name":"Invisibility","desc":"Magically turns invisible until it attacks or uses Storm Wave or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it."},{"name":"Storm Wave (1/Day)","desc":"Throws its arms forward releasing a blast of stormy wind in a 30' line that is 5 ft. wide. All in line make a DC 12 Dex save. On a failure a creature takes 7 (2d6) lightning and 7 (2d6) thunder and is pushed up to 10 ft. away from the peri. On a success a creature takes half the damage and isn't pushed."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the peri dies its body disintegrates into a warm breeze leaving behind only the equipment the peri was wearing or carrying."}],"spell_list":[],"page_no":314,"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_peri/"},{"slug":"scorchrunner-jackal","desc":"","name":"Scorchrunner Jackal","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":14,"charisma":10,"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":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 14","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Bite or Flame Ray attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) piercing damage."},{"name":"Flame Ray","desc":"Ranged Spell Attack: +4 to hit, 120 ft., one target, 6 (1d8+2) fire. If the jackal hits a creature with Flame Ray the jackal gains half-cover vs. all attacks that originate more than 30' away from it until the start of its next turn."}],"bonus_actions":[{"name":"Daylight Skirmish","desc":"While in sunlight the jackal takes the Dash or Dodge action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Day Hunter","desc":"When the scorchrunner jackal makes an attack roll while in sunlight it can roll a d4 and add the number rolled to the attack roll."}],"spell_list":[],"page_no":340,"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_scorchrunner-jackal/"},{"slug":"veritigibbet","desc":"","name":"Veritigibbet","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":63,"hit_dice":"14d6+14","speed":{"walk":30,"fly":60},"strength":9,"dexterity":19,"constitution":12,"intelligence":14,"wisdom":11,"charisma":19,"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":"nonmagic B/P/S attacks not made w/cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 10","languages":"Common, Elvish, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Repartee attacks."},{"name":"Repartee","desc":"Melee or Ranged Spell Attack: +6 to hit 5 ft. or range 60' one target 14 (3d6+4) psychic."},{"name":"Blather","desc":"Asks a question of a creature it can see within 30' of it. Target must make a DC 14 Wis save. Fail: target must either answer the question truthfully and completely or have disadvantage on all attack rolls saves and ability checks for the next 1 hr cumulatively increasing in duration each time the target fails the save and chooses to take disadvantage. If the target chooses to answer the question it can't dissemble or omit information relevant to the question being answered. Success: veritigibbet takes 3 (1d6) psychic. Creatures that are immune to being charmed aren't affected by this."},{"name":"Veiled Escape (1/Day)","desc":"Teleports along with any equipment worn or carried up to 120' to an unoccupied spot it sees. becoming invisible when it arrives at the destination."}],"bonus_actions":null,"reactions":[{"name":"Liar Liar","desc":"When a creature lies while within 30' of the veritigibbet that creature: 3 (1d6) fire and it ignites (DC 14 Dex negates). Until creature uses action to douse the fire target takes 3 (1d6) fire at start of each of its turns."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fortissimo Fibber","desc":"Can't be magically silenced or forced to tell the truth by any means and it knows if it hears a lie."},{"name":"Ventriloquist","desc":"Can make its voice sound as though it originates from any point it can see within 60' of it."}],"spell_list":[],"page_no":384,"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_veritigibbet/"},{"slug":"bearing-golem","desc":"A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets.  \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License","name":"Bearing Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings."},{"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."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_bearing-golem/"},{"slug":"caltrop-golem","desc":"A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops.  \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License","name":"Caltrop Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops."},{"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."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":390,"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_caltrop-golem/"},{"slug":"dancing-foliage","desc":"A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer._  \n**Jovial Creations.** Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world.  \n**Garden Guardians.** Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing.  \n**Dancing Gardeners.** When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.","name":"Dancing Foliage","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic good","armor_class":13,"armor_desc":null,"hit_points":66,"hit_dice":"12d8+12","speed":{"walk":40},"strength":9,"dexterity":17,"constitution":12,"intelligence":10,"wisdom":13,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"acrobatics":5,"perception":3,"performance":6},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"poison","condition_immunities":"exhaustion, frightened, poisoned","senses":"passive Perception 13","languages":"Druidic, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The dancing foliage makes four attacks with its serrated leaves."},{"name":"Serrated Leaves","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Flower Dance (Recharge 4-6)","desc":"The dancing foliage uses one of the following flower dances: \n* Alluring Dance. The dancing foliage sways, releasing scintillating petals. Up to three creatures of the foliage's choice that can see the petals and that are within 20 feet of the foliage must succeed on a DC 12 Wisdom saving throw or be magically charmed for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0 as it watches the swirling and falling petals. The effect ends for a creature if the creature takes damage or another creature uses an action to shake it out of its stupor. \n* Serrated Dance. The dancing foliage whirls a flurry of serrated leaves around itself. Each creature within 10 feet of the dancing foliage must make a DC 12 Dexterity saving throw, taking 14 (4d6) slashing damage on failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shower of Petals","desc":"When a creature the dancing foliage can see targets it with an attack, it releases a shower of flower petals, giving the attacker disadvantage on that attack roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If the dancing foliage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dancing foliage instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"False Appearance","desc":"While the dancing foliage remains motionless, it is indistinguishable from a flowering shrub or small tree."},{"name":"Nimble Dance","desc":"The dancing foliage can take the Dash or Disengage action as a bonus action on each of its turns."}],"spell_list":[],"page_no":79,"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_dancing-foliage/"},{"slug":"derro-shadowseeker","desc":"This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable.  \n_**Erratic Combatants.**_ Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them.  \n_**Unreliable Allies.**_ Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.","name":"Derro Shadowseeker","size":"Small","type":"Humanoid","subtype":"derro","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"studded leather","hit_points":112,"hit_dice":"15d6+60","speed":{"walk":30},"strength":9,"dexterity":20,"constitution":18,"intelligence":13,"wisdom":7,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":1,"skills":{"acrobatics":8,"perception":1,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Dwarvish, Undercommon","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The derro shadowseeker makes three melee attacks."},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d4+5"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"1d8+5"},{"name":"Maddening Convulsions (Recharge 5-6)","desc":"The shadowseeker's body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell 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 shadowseeker's Maddening Convulsions for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Movement","desc":"The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage."},{"name":"Evasion","desc":"If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Magic Resistance","desc":"The shadowseeker has advantage on saving throws against spells and other magical effects."},{"name":"Sneak Attack (1/Turn)","desc":"The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn't incapacitated and the shadowseeker doesn't have disadvantage on the attack roll."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":98,"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_derro-shadowseeker/"},{"slug":"eonic-savant","desc":"A jagged blue scar of magical energy forms in the air, and a blue-robed figure steps out a moment later. As it moves, echoes of it appear to move a split second before and after it. The creature focuses its attention and the echoes solidify around it, one wielding the creature’s staff, the other a spell._  \nThe eonic savant is an Open Game License","name":"Eonic Savant","size":"Medium","type":"Humanoid","subtype":"human","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"16 with mage armor","hit_points":115,"hit_dice":"16d8+51","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":16,"intelligence":20,"wisdom":11,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"arcana":8,"history":8,"perception":3,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 13","languages":"Common, Eonic, Giant, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The eonic savant makes three melee attacks."},{"name":"Time Warping Staff","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) force damage.","attack_bonus":6,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amend Time","desc":"As a bonus action, the savant alters the strands of time surrounding a creature it can see within 30 feet. If the target is friendly, the target has advantage on its next weapon attack roll. If the target is hostile, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on its next weapon attack roll."},{"name":"Magic Resistance","desc":"The savant has advantage on saving throws against spells and other magical effects."},{"name":"Past and Future, Present","desc":"A savant is always accompanied by its past and future selves. They occupy the savant's same space seconds before and after the savant and can't be targeted separately. They provide the savant with the following benefits. \n* The savant can concentrate on two spells simultaneously. If it casts a third spell that requires concentration, the savant loses concentration on the oldest spell. If the savant is concentrating on two spells and loses concentration because of taking damage, it loses concentration on the oldest spell.\n* When a creature targets the savant with an attack, roll a d6. On a 1 through 4, the attack hits one of the savant's future or past selves, halving the damage the savant takes. On a 5 or 6, the attack hits the savant, and it takes damage as normal. The savant is still the target of the attack and is subject to effects that trigger when a creature is hit or damaged."},{"name":"Spellcasting","desc":"The savant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The savant has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation\n1st Level (4 slots): detect magic, mage armor, magic missile, sleep\n2nd Level (3 slots): enlarge/reduce, gust of wind, misty step\n3rd Level (3 slots): counterspell, fireball, fly\n4th Level (3 slots): arcane eye, confusion, dimension door\n5th Level (1 slot): arcane hand"}],"spell_list":[],"page_no":137,"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_eonic-savant/"}]}