{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=12","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-wisdom&page=10","results":[{"slug":"stuhac","desc":"_This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone._  \n**Feigns Weakness.** Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament.  \n**Hideous Garments.** The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions.  \nStuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords.  \n**Devour Victims.** Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence.  \nBecause female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind.","name":"Stuhac","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d8+100","speed":{"walk":40,"climb":40},"strength":22,"dexterity":18,"constitution":20,"intelligence":12,"wisdom":16,"charisma":15,"strength_save":11,"dexterity_save":9,"constitution_save":10,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{"deception":12},"damage_vulnerabilities":"","damage_resistances":"acid, fire; bludgeoning and piercing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal; telepathy 100 ft.","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.","attack_bonus":11,"damage_dice":"4d6"},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.","attack_bonus":11,"damage_dice":"5d8"},{"name":"Hobble","desc":"A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mountain Stride","desc":"Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance."},{"name":"Powerful Leap","desc":"The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start."},{"name":"Shapechanger","desc":"The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form."}],"spell_list":[],"page_no":370,"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_stuhac/"},{"slug":"tosculi-hive-queen","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.","name":"Tosculi Hive-Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":60},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":12,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hive-queen makes four scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"1d6"},{"name":"Glitter Dust","desc":"The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Implant Egg","desc":"The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Flight","desc":"The hive-queen flies up to half its flying speed."},{"name":"Stinger Attack","desc":"The hive-queen makes one stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive-queen uses Glitter Dust."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive-queen fails a saving throw, it can choose to succeed instead."},{"name":"Hive Mind","desc":"The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."},{"name":"Hive Queen Lair","desc":"on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."},{"name":"Regional Effects","desc":"the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."}],"spell_list":[],"page_no":385,"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_tosculi-hive-queen/"},{"slug":"vine-lord","desc":"_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._  \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License","name":"Vine Lord","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 13","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Spore Sacs (1/week)","desc":"The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet."},{"name":"Tendril","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Awaken the Green (1/Day)","desc":"The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Green Strider","desc":"The vine lord ignores movement restrictions and damage caused by natural undergrowth."},{"name":"Magic Resistance","desc":"The vine lord has advantage on saving throws against spells and other magical effects."},{"name":"Regeneration","desc":"The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle."},{"name":"Root Mind","desc":"Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised."}],"spell_list":[],"page_no":402,"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_vine-lord/"},{"slug":"voidling","desc":"_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"hover":true,"walk":0,"fly":50},"strength":15,"dexterity":22,"constitution":10,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes 4 tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Necrotic Burst (Recharge 5-6)","desc":"The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fed by Darkness","desc":"A voidling in magical darkness at the start of its turn heals 5 hit points."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."},{"name":"Innate Spellcasting","desc":"the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"},{"name":"Natural Invisibility","desc":"A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."}],"spell_list":[],"page_no":404,"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_voidling/"},{"slug":"weeping-treant","desc":"_This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face._  \nWeeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move.  \n**Forest Wardens.** Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire.  \n**Skeptical Mein.** Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive.  \n**Enchanted Bitter Tears.** Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.","name":"Weeping Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":105,"hit_dice":"10d12+40","speed":{"walk":30},"strength":21,"dexterity":8,"constitution":20,"intelligence":12,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning and piercing","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The treant makes three slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d6"},{"name":"Rock","desc":"Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"3d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Siege Monster","desc":"The treant deals double damage to objects and structures."},{"name":"Treespeech","desc":"A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude."},{"name":"Acidic Tears","desc":"Thick tears of dark sap stream continuously down the treant's face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse."}],"spell_list":[],"page_no":388,"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_weeping-treant/"},{"slug":"wormhearted-suffragan","desc":"_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._  \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life.  \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants.  \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife.  \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.","name":"Wormhearted Suffragan","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":null,"hit_points":97,"hit_dice":"13d8+39","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":16,"intelligence":11,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":6,"religion":3},"damage_vulnerabilities":"radiant","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack."},{"name":"Helminth Infestation","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.","attack_bonus":5,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead"}],"spell_list":[],"page_no":410,"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_wormhearted-suffragan/"},{"slug":"xhkarsh","desc":"_Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom._  \n**Dimensional Travelers.** The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with— creatures of this reality.  \n**Tamper with Fate.** The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know.  \n**Foes of Skein Witches.** Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.","name":"Xhkarsh","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural and mystic armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50,"climb":30},"strength":17,"dexterity":21,"constitution":18,"intelligence":15,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":5,"perception":6,"skills":{"insight":6,"perception":6,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 120 ft., passive Perception 16","languages":"Common, Deep Speech, Undercommon","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The xhkarsh makes two claw attacks and two stinger attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Seize Strand","desc":"The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time."},{"name":"Invisibility","desc":"The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":412,"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_xhkarsh/"},{"slug":"zmey","desc":"_Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight._  \nHunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector.  \n**Claws of the Forest.** Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory.  \n**Solitary Hunters.** Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent.  \n**Three-Headed Rage.** Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage.  \nWhen a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb.","name":"Zmey","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d12+72","speed":{"walk":30,"fly":50,"swim":30},"strength":22,"dexterity":13,"constitution":19,"intelligence":16,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":8,"charisma_save":6,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"blindsight 60 ft., darkvision 90 ft., passive Perception 18","languages":"Common, Draconic, Elvish, Sylvan","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The zmey makes one bite attack per head and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The zmey can take 1 legendary action per head, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Bite","desc":"The zmey makes a bite attack."},{"name":"Tail Attack","desc":"The zmey makes a tail attack."},{"name":"Trample","desc":"The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone."}],"special_abilities":[{"name":"Amphibious","desc":"The zmey can breathe air and water."},{"name":"Lake Leap","desc":"A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving."},{"name":"Legendary Resistance (1/Day)","desc":"If the zmey fails a saving throw, it can count it as a success instead."},{"name":"Multiheaded","desc":"The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies."},{"name":"Regeneration","desc":"The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head."},{"name":"Spawn Headling","desc":"The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation."}],"spell_list":[],"page_no":416,"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_zmey/"},{"slug":"zmey-headling","desc":"A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads.  \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.","name":"Zmey Headling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":20},"strength":16,"dexterity":10,"constitution":1,"intelligence":8,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"paralyzed, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The zmey headline makes one bite attack and one claws attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d12"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.","attack_bonus":11,"damage_dice":"2d12"},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8"},{"name":"Fire Breath (Recharge 5-6)","desc":"The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The zmey headling can breathe air and water."},{"name":"Regeneration","desc":"The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate."}],"spell_list":[],"page_no":417,"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_zmey-headling/"},{"slug":"balor","desc":"","name":"Balor","size":"Huge","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":262,"hit_dice":"21d12+126","speed":{"walk":40,"fly":80},"strength":26,"dexterity":15,"constitution":22,"intelligence":20,"wisdom":16,"charisma":22,"strength_save":14,"dexterity_save":null,"constitution_save":12,"intelligence_save":null,"wisdom_save":9,"charisma_save":12,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"The balor makes two attacks: one with its longsword and one with its whip."},{"name":"Longsword","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.","attack_bonus":14,"damage_dice":"3d8+3d8","damage_bonus":8},{"name":"Whip","desc":"Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.","attack_bonus":14,"damage_dice":"2d6+3d6","damage_bonus":8},{"name":"Teleport","desc":"The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death Throes","desc":"When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.","attack_bonus":0,"damage_dice":"20d6"},{"name":"Fire Aura","desc":"At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.","attack_bonus":0,"damage_dice":"3d6"},{"name":"Magic Resistance","desc":"The balor has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The balor's weapon attacks are magical."}],"spell_list":[],"page_no":270,"environments":["Abyss"],"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_balor/"},{"slug":"cloud-giant","desc":"","name":"Cloud Giant","size":"Huge","type":"Giant","subtype":"","group":"Giants","alignment":"neutral good (50%) or neutral evil (50%)","armor_class":14,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":12,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":7,"skills":{"insight":7,"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 17","languages":"Common, Giant","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The giant makes two morningstar attacks."},{"name":"Morningstar","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.","attack_bonus":12,"damage_dice":"3d8","damage_bonus":8},{"name":"Rock","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","attack_bonus":12,"damage_dice":"4d10","damage_bonus":8}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The giant has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Innate Spellcasting","desc":"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:\n\nAt will: detect magic, fog cloud, light\n3/day each: feather fall, fly, misty step, telekinesis\n1/day each: control weather, gaseous form"}],"spell_list":["https://api.open5e.com/v2/spells/detect-magic/?format=json","https://api.open5e.com/v2/spells/fog-cloud/?format=json","https://api.open5e.com/v2/spells/light/?format=json","https://api.open5e.com/v2/spells/feather-fall/?format=json","https://api.open5e.com/v2/spells/fly/?format=json","https://api.open5e.com/v2/spells/misty-step/?format=json","https://api.open5e.com/v2/spells/telekinesis/?format=json","https://api.open5e.com/v2/spells/control-weather/?format=json","https://api.open5e.com/v2/spells/gaseous-form/?format=json"],"page_no":312,"environments":["Plane Of Air","Mountains","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_cloud-giant/"},{"slug":"djinni","desc":"","name":"Djinni","size":"Large","type":"Elemental","subtype":"","group":"Genies","alignment":"chaotic good","armor_class":17,"armor_desc":"natural armor","hit_points":161,"hit_dice":"14d10+84","speed":{"walk":30,"fly":90},"strength":21,"dexterity":15,"constitution":22,"intelligence":15,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":9,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 13","languages":"Auran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The djinni makes three scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).","attack_bonus":9,"damage_dice":"2d6+1d6","damage_bonus":5},{"name":"Create Whirlwind","desc":"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.\nA creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Demise","desc":"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."},{"name":"Innate Spellcasting","desc":"The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nAt will: detect evil and good, detect magic, thunderwave\n3/day each: create food and water (can create wine instead of water), tongues, wind walk\n1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift"},{"name":"Variant: Genie Powers","desc":"Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.\n\n**Disguises.** Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.\n**Wishes.** The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year). and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.\nTo be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit."}],"spell_list":["https://api.open5e.com/v2/spells/detect-evil-and-good/?format=json","https://api.open5e.com/v2/spells/detect-magic/?format=json","https://api.open5e.com/v2/spells/create-food-and-water/?format=json","https://api.open5e.com/v2/spells/tongues/?format=json","https://api.open5e.com/v2/spells/wind-walk/?format=json","https://api.open5e.com/v2/spells/conjure-elemental/?format=json","https://api.open5e.com/v2/spells/creation/?format=json","https://api.open5e.com/v2/spells/gaseous-form/?format=json","https://api.open5e.com/v2/spells/invisibility/?format=json","https://api.open5e.com/v2/spells/major-image/?format=json","https://api.open5e.com/v2/spells/plane-shift/?format=json"],"page_no":310,"environments":["Desert","Plane Of Air","Coastal"],"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_djinni/"},{"slug":"horned-devil","desc":"","name":"Horned Devil","size":"Large","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":20,"fly":60},"strength":22,"dexterity":17,"constitution":21,"intelligence":12,"wisdom":16,"charisma":17,"strength_save":10,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 13","languages":"Infernal, telepathy 120 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."},{"name":"Fork","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d8","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","attack_bonus":10,"damage_dice":"1d8","damage_bonus":6},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Magic Resistance","desc":"The devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_horned-devil/"},{"slug":"marilith","desc":"","name":"Marilith","size":"Large","type":"Fiend","subtype":"demon","group":"Demons","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40},"strength":18,"dexterity":20,"constitution":20,"intelligence":18,"wisdom":16,"charisma":20,"strength_save":9,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":10,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 13","languages":"Abyssal, telepathy 120 ft.","challenge_rating":"16","cr":16.0,"actions":[{"name":"Multiattack","desc":"The marilith can make seven attacks: six with its longswords and one with its tail."},{"name":"Longsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":9,"damage_dice":"2d8","damage_bonus":4},{"name":"Tail","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.","attack_bonus":9,"damage_dice":"2d10","damage_bonus":4},{"name":"Teleport","desc":"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."},{"name":"Variant: Summon Demon (1/Day)","desc":"The demon chooses what to summon and attempts a magical summoning.\nA marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.\nA summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The marilith has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The marilith's weapon attacks are magical."},{"name":"Reactive","desc":"The marilith can take one reaction on every turn in combat."}],"spell_list":[],"page_no":272,"environments":["Abyss"],"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_marilith/"},{"slug":"minotaur","desc":"","name":"Minotaur","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d10+27","speed":{"walk":40},"strength":18,"dexterity":11,"constitution":16,"intelligence":6,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"perception":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 17","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Greataxe","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d12","damage_bonus":4},{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":6,"damage_dice":"2d8","damage_bonus":4}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.","attack_bonus":0,"damage_dice":"2d8"},{"name":"Labyrinthine Recall","desc":"The minotaur can perfectly recall any path it has traveled."},{"name":"Reckless","desc":"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."}],"spell_list":[],"page_no":333,"environments":["Underdark","Abyss","Plane Of Earth","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_minotaur/"},{"slug":"priest","desc":"**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. \nA priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.","name":"Priest","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any alignment","armor_class":13,"armor_desc":"chain shirt","hit_points":27,"hit_dice":"5d8+5","speed":{"walk":25},"strength":10,"dexterity":10,"constitution":12,"intelligence":13,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"medicine":7,"persuasion":3,"religion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Mace","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","attack_bonus":2,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Divine Eminence","desc":"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.","attack_bonus":0,"damage_dice":"3d6"},{"name":"Spellcasting","desc":"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:\n\n* Cantrips (at will): light, sacred flame, thaumaturgy\n* 1st level (4 slots): cure wounds, guiding bolt, sanctuary\n* 2nd level (3 slots): lesser restoration, spiritual weapon\n* 3rd level (2 slots): dispel magic, spirit guardians"}],"spell_list":["https://api.open5e.com/v2/spells/light/?format=json","https://api.open5e.com/v2/spells/sacred-flame/?format=json","https://api.open5e.com/v2/spells/thaumaturgy/?format=json","https://api.open5e.com/v2/spells/cure-wounds/?format=json","https://api.open5e.com/v2/spells/guiding-bolt/?format=json","https://api.open5e.com/v2/spells/sanctuary/?format=json","https://api.open5e.com/v2/spells/lesser-restoration/?format=json","https://api.open5e.com/v2/spells/spiritual-weapon/?format=json","https://api.open5e.com/v2/spells/dispel-magic/?format=json","https://api.open5e.com/v2/spells/spirit-guardians/?format=json"],"page_no":401,"environments":["Temple","Desert","Urban","Hills","Settlement"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_priest/"},{"slug":"rakshasa","desc":"","name":"Rakshasa","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":18,"intelligence":13,"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":10,"insight":8},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The rakshasa makes two claw attacks"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","attack_bonus":7,"damage_dice":"2d6","damage_bonus":2}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Magic Immunity","desc":"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."},{"name":"Innate Spellcasting","desc":"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing"}],"spell_list":["https://api.open5e.com/v2/spells/detect-thoughts/?format=json","https://api.open5e.com/v2/spells/disguise-self/?format=json","https://api.open5e.com/v2/spells/mage-hand/?format=json","https://api.open5e.com/v2/spells/minor-illusion/?format=json","https://api.open5e.com/v2/spells/charm-person/?format=json","https://api.open5e.com/v2/spells/detect-magic/?format=json","https://api.open5e.com/v2/spells/invisibility/?format=json","https://api.open5e.com/v2/spells/major-image/?format=json","https://api.open5e.com/v2/spells/suggestion/?format=json","https://api.open5e.com/v2/spells/dominate-person/?format=json","https://api.open5e.com/v2/spells/fly/?format=json","https://api.open5e.com/v2/spells/plane-shift/?format=json","https://api.open5e.com/v2/spells/true-seeing/?format=json"],"page_no":341,"environments":["Urban","Desert","Abyss","Forest","Grassland","Jungle","Hills","Swamp","Settlement","Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_rakshasa/"},{"slug":"roper","desc":"","name":"Roper","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":10,"climb":10},"strength":18,"dexterity":8,"constitution":17,"intelligence":7,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"4d8","damage_bonus":4},{"name":"Tendril","desc":"Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.","attack_bonus":7},{"name":"Reel","desc":"The roper pulls each creature grappled by it up to 25 ft. straight toward it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."},{"name":"Grasping Tendrils","desc":"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it."},{"name":"Spider Climb","desc":"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":342,"environments":["Underdark","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_roper/"},{"slug":"treant","desc":"","name":"Treant","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":30},"strength":23,"dexterity":8,"constitution":21,"intelligence":12,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The treant makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"3d6","damage_bonus":6},{"name":"Rock","desc":"Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","attack_bonus":10,"damage_dice":"4d10","damage_bonus":6},{"name":"Animate Trees (1/Day)","desc":"The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While the treant remains motionless, it is indistinguishable from a normal tree."},{"name":"Siege Monster","desc":"The treant deals double damage to objects and structures."}],"spell_list":[],"page_no":351,"environments":["Jungle","Forest","Swamp"],"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_treant/"},{"slug":"alazai","desc":"","name":"Alazai","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"natural armor","hit_points":149,"hit_dice":"13d10+78","speed":{"walk":40},"strength":21,"dexterity":15,"constitution":22,"intelligence":10,"wisdom":16,"charisma":20,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 120', passive Perception 13","languages":"Ignan","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Burning Slams or three Hurl Flames."},{"name":"Burning Slam","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage + 11 (2d10) fire. If target is creature/flammable object ignites. Until action used to douse fire target: 5 (1d10) fire at start of each of its turns."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +9 to hit, 120 ft., one target, 19 (4d6+5) fire."},{"name":"Scorching Aura (Recharge 6)","desc":"Increases power of its inner fire causing metal weapons and armor to burn red-hot. Each creature within 30' of it in physical contact with manufactured metal object (ex: metal weapon suit of heavy or medium metal armor): 22 (5d8) fire and must make DC 16 Con save or drop object if it can. If it doesn't drop object (or take off armor) has disadvantage on attacks and ability checks until start of alazai's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Conditional Invisibility","desc":"Is invisible in most situations. The following situations reveal its location and enough of its form that attacks vs. it don't have disadvantage while the situation lasts:In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold: its natural heat outlines it in steam.Darkness: its burning eyes shine visibly marking its location."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Fire Form","desc":"Can move through a space as narrow as 1 inch wide with o squeezing. A creature that touches it or hits it with melee attack while within 5 ft. of it takes 4 (1d8) fire."},{"name":"Iron Disruption","desc":"Struck by a cold iron weapon becomes visible and can't use Hurl Flame or Scorching Aura until start of its next turn."}],"spell_list":[],"page_no":15,"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_alazai/"},{"slug":"alseid-woad-warrior","desc":"","name":"Alseid, Woad Warrior","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"leather armor","hit_points":55,"hit_dice":"10d8+10","speed":{"walk":40},"strength":14,"dexterity":17,"constitution":12,"intelligence":8,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"Common, Elvish, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Greatsword or Shortbow attacks."},{"name":"Greatsword","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 9 (2d6+2) slashing damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +6 to hit 80/320' one target 6 (1d6+3) piercing damage."},{"name":"Dye Bomb (3/Day)","desc":"Lobs a sphere of concentrated dye that explodes on impact marking creatures caught in its effect. Each creature within a 10 ft. radius of where sphere landed: DC 13 Dex save or be brightly painted for 8 hrs. Any attack roll vs. creature has advantage if attacker can see it and other creatures have advantage on any Wis (Perception) or Wis (Survival) check made to find the marked creature. To remove the effect a creature must spend 1 min bathing. Alternatively spells that create water or clean objects such as prestidigitation also remove the effect."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Painted for War","desc":"Advantage on Cha (Intimidation) checks and advantage on savings throws vs. being frightened. In addition each friendly creature within 10 ft. of warrior and that can see it has advantage on saves vs. being frightened."},{"name":"Woodfriend","desc":"When in a forest alseid leave no tracks and automatically discern true north."}],"spell_list":[],"page_no":20,"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_alseid-woad-warrior/"},{"slug":"angel-psychopomp","desc":"","name":"Angel, Psychopomp","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":40,"fly":60},"strength":17,"dexterity":14,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant; nonmagic B/P/S weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 120', passive Perception 15","languages":"all, telepathy 60'","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Lantern Flail attacks."},{"name":"Lantern Flail","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (1d10+3) bludgeoning damage + 4 (1d8) radiant. A fiend or undead hit by this takes extra 10 (3d6) radiant."},{"name":"Divine Dictum (Recharge 5-6)","desc":"Unleashes a small portion of its creator's influence. Each creature of psychopomp's choice that it can see within 30' of it: 22 (5d8) radiant (DC 14 Wis half). Each charmed frightened or possessed creature of psychopomp's choice within 60' of it can choose to end the condition."},{"name":"Unmake Contract (1/Day)","desc":"Projects power/majesty of its patron deity. Creature it can see or hear within 60': freed of all liens on its soul."}],"bonus_actions":[{"name":"Spirit Usher (3/Day)","desc":"Wards a creature with divine power for 1 hr. While warded Celestials Fiends and Undead have disadvantage on attack rolls vs. the creature and creature can't be charmed frightened or possessed by them. Warded creature gains 11 temp hp and if slain can't be raised as an Undead for 1 year."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death's Accomplice","desc":"When it deals radiant can choose to deal necrotic instead."},{"name":"Fiendish Countenance","desc":"When traveling planes of existence demons and devils are native to (ex: Hell the Abyss) psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses Divine Dictum Spirit Usher or Unmake Contract it is undetectable as a Celestial."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":28,"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_angel-psychopomp/"},{"slug":"arcane-scavenger","desc":"","name":"Arcane Scavenger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":127,"hit_dice":"17d10+34","speed":{"walk":10,"fly":40},"strength":19,"dexterity":18,"constitution":14,"intelligence":16,"wisdom":16,"charisma":13,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60', passive Perception 17","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Grabbing Claw or Excavation Beams."},{"name":"Grabbing Claw","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 13 (2d8+4) bludgeoning damage + 7 (2d6) force and target is grappled (escape DC 16). Scavenger has eight claws each of which can grapple only one target."},{"name":"Excavation Beam","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 20 (5d6+3) fire."},{"name":"Spellcasting","desc":"Int (DC 15) no material components: At will: detect magic locate object3/day ea: counterspell dispel magic"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Eldritch Overload","desc":"When reduced to half its max hp or fewer its speed is doubled and it gains additional action each turn. The action must be to Dash Disengage Hide or Use an Object or to make one Grabbing Claws or Excavation Beam attack. Effect lasts for 3 rounds. At end of its third turn the scavenger takes 10 (3d6) fire."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Ruinous Detonation","desc":"When it dies it explodes and each creature within 30' of it: 21 (6d6) force is flung up to 40' away from scavenger and is knocked prone (DC 16 Dex half damage and isn't flung or knocked prone)."}],"spell_list":[],"page_no":41,"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_arcane-scavenger/"},{"slug":"cueyatl-warchief","desc":"","name":"Cueyatl Warchief","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"studded leather, shield","hit_points":117,"hit_dice":"18d6+54","speed":{"walk":30,"climb":20,"swim":30},"strength":18,"dexterity":14,"constitution":16,"intelligence":10,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Cueyatl","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Two Lances. If mounted mount can then make one melee weapon attack."},{"name":"Lance","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 10 (1d12+4) piercing damage + 7 (2d6) poison."},{"name":"Javelin","desc":"Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 30/120' one target 7 (1d6+4) piercing damage + 7 (2d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Mounted Parry","desc":"Adds 3 to its AC or its mount's AC vs. one melee attack that would hit it or its mount. To do so warchief must see attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Insect Affinity","desc":"Insects understand warchief and view it favorably. Warchief can communicate simple ideas through words and gestures with insectoid Beasts and warchief has advantage on Wis (Animal Handling) made when interacting with such Beasts."},{"name":"Jungle Camouflage","desc":"Advantage on Dex (Stealth) checks made to hide in jungle terrain."},{"name":"Locked Saddle","desc":"Can't be knocked prone dismounted or moved vs. its will while mounted."},{"name":"Mounted Warrior","desc":"While mounted mount can't be charmed or frightened."},{"name":"Slippery","desc":"Advantage: saves/ability checks to escape a grapple."},{"name":"Spirited Charge","desc":"If it moves 20'+ straight toward a creature while mounted and then hits with Lance attack on the same turn the warchief can use a bonus action to command its mount to make one melee weapon attack vs. that creature as a reaction."},{"name":"Standing Leap","desc":"Its long jump is up to 20' and its high jump is up to 10 ft. with or with o a running start."}],"spell_list":[],"page_no":101,"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_cueyatl-warchief/"},{"slug":"demon-kogukhpak","desc":"","name":"Demon, Kogukhpak","size":"Huge","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":262,"hit_dice":"21d12+126","speed":{"walk":40,"swim":40},"strength":30,"dexterity":11,"constitution":23,"intelligence":8,"wisdom":16,"charisma":20,"strength_save":1,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":9,"charisma_save":1,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"lightning; nonmagic B/P/S attacks","damage_immunities":"cold, fire, poison","condition_immunities":"poisoned","senses":"truesight 120', passive Perception 13","languages":"understand Abyssal but can't speak","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Gores or three Spit Fires."},{"name":"Bite","desc":"Melee Weapon Attack: +16 to hit, 5 ft., one target, 19 (2d8+10) bludgeoning damage + 9 (2d8) fire and target is grappled (escape DC 18). Until the grapple ends the target is restrained kogukhpak can automatically hit target with its Bite and kogukhpak can't make Bite attacks vs. other targets."},{"name":"Gore","desc":"Melee Weapon Attack: +16 to hit, 10 ft., one target, 37 (5d10+10) piercing damage."},{"name":"Spit Fire","desc":"Ranged Spell Attack: +11 to hit, 120 ft., one target, 32 (6d8+5) fire."},{"name":"Devastating Leap (Recharge 6)","desc":"Leaps up to 30' and lands on its feet in a space it can see. Each creature in the space or within 5 ft. of it when it lands: 72 (16d8) bludgeoning damage and knocked prone (DC 20 Str half damage not prone and if in kogukhpak's space can choose to be pushed 5 ft. back or to side of kogukhpak). Creature in kogukhpak's space that chooses not to be pushed suffers consequences of failed save."},{"name":"Fire Breath (Recharge 6)","desc":"Exhales fire in a 90' cone. Each creature in that area: 70 (20d6) fire (DC 20 Dex half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Standing Leap","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."},{"name":"Sunlight Hypersensitivity","desc":"Takes 20 radiant when it starts its turn in sunlight. If in sunlight: disadvantage on attacks/ability checks."}],"spell_list":[],"page_no":109,"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_demon-kogukhpak/"},{"slug":"demon-maha","desc":"","name":"Demon, Maha","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":178,"hit_dice":"21d8+84","speed":{"walk":40},"strength":18,"dexterity":21,"constitution":18,"intelligence":7,"wisdom":16,"charisma":12,"strength_save":8,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"fire, lightning; nonmagic B/P/S attacks","damage_immunities":"cold, poison ","condition_immunities":"poisoned","senses":"truesight 120', passive Perception 13","languages":"Abyssal, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Claws. If maha hits one creature with two Claws target: DC 17 Wis save or chuckle until end of its next turn. While chuckling creature can't speak coherently can't cast spells with verbal components and has disadvantage on attacks with weapons that use Str or Dex."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) cold."},{"name":"Deadly Laughter (Recharge 5-6)","desc":"It chuckles giggles and chortles at nearby creatures. Each creature within 30' of it: 42 (12d6) psychic drops what it is holding and laughs for 1 min (DC 17 Wis half damage and doesn't drop what it is holding or laugh). While laughing a creature is incapacitated can't speak coherently and takes 7 (2d6) psychic at start of each of its turns. A laughing creature can re-save at end of each of its turns success ends effect on itself. If a creature dies while laughing its face turns pale blue and displays a wide grin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen Aura","desc":"When a creature enters space within 30' of maha or starts its turn there that creature: DC 17 Con save or have its speed reduced by 10 ft. until it starts its turn outside aura."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Snow Camouflage","desc":"Advantage on Dex (Stealth) made to hide in snowy or icy terrain."}],"spell_list":[],"page_no":111,"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_demon-maha/"},{"slug":"demon-vetala","desc":"","name":"Demon, Vetala","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":40},"strength":10,"dexterity":20,"constitution":20,"intelligence":14,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60', passive Perception 16","languages":"Abyssal, Common, telepathy 120'","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."},{"name":"Raise Corpse","desc":"One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control."}],"bonus_actions":[{"name":"Command Corpse","desc":"Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage."}],"reactions":[{"name":"Corpse Detonation","desc":"When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corpse Stride","desc":"Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd."},{"name":"Graveyard Walker","desc":"Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Master of Undeath","desc":"Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time."},{"name":"Shepherd of Death","desc":"When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic."}],"spell_list":[],"page_no":112,"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_demon-vetala/"},{"slug":"despair-and-anger","desc":"","name":"Despair And Anger","size":"Large","type":"Celestial","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"breastplate","hit_points":161,"hit_dice":"17d10+68","speed":{"walk":40,"fly":40},"strength":19,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":8,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant","damage_immunities":"","condition_immunities":"blinded, charmed, frightened, prone, stunned","senses":"truesight 60', passive Perception 17","languages":"all, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"3 Blazing Fist or Shadow Tendrils or 3 Divine Bolts."},{"name":"Blazing Fist (Anger Only)","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) bludgeoning damage + 7 (2d6) fire and 7 (2d6) radiant."},{"name":"Shadow Tendril (Despair Only)","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 11 (2d6+4) bludgeoning damage + 7 (2d6) necrotic and target is grappled (escape DC 16). Until this grapple ends target is restrained. Despair and anger has three shadow tendrils each of which can grapple only one target. At start of each of despair and anger's turns each creature grappled by it takes 7 (2d6) necrotic and despair and anger regains hp equal to half the total necrotic dealt."},{"name":"Divine Bolt","desc":"Ranged Spell Attack: +8 to hit, 120 ft., one target, 22 (4d8+4) necrotic (if despair is active) or radiant (if anger is active)."},{"name":"Burning Rage (Anger Only Recharge 5-6)","desc":"Each creature within 30': 21 (6d6) fire and 21 (6d6) radiant (DC 16 Dex half)."},{"name":"Despairing Rejection (Despair Only Recharge 4-6)","desc":"Assaults minds of up to 3 creatures it can see within 30' of it with despair. Each target: 17 (5d6) cold and 17 (5d6) psychic and must use its reaction to move its full speed away from despair and anger by safest available route unless there is nowhere to move this move doesn't provoke opportunity attacks (DC 16 Wis half damage and doesn't move away)."}],"bonus_actions":[{"name":"Change Aspect","desc":"Changes aspect in control. Only one active at a time. Creature grappled by despair no longer grappled by anger."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Consumed by Rage (Anger Only)","desc":"Advantage on Str (Athletics)."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Ruled by Sorrow (Despair Only)","desc":"Advantage on saves vs. being charmed and frightened."}],"spell_list":[],"page_no":116,"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_despair-and-anger/"},{"slug":"dragon-sand-young","desc":"","name":"Dragon, Sand Young","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10+90","speed":{"walk":40,"burrow":20,"fly":80},"strength":20,"dexterity":12,"constitution":21,"intelligence":13,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire","condition_immunities":"blinded","senses":"blindsight 30', darkvision 120', passive Perception 21","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, 10 ft., one target, 16 (2d10+5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 12 (2d6+5) slashing damage."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Sand Blast. Exhales superheated sand in a 30' cone. Each creature in area: 22 (4d10) piercing damage and 22 (4d10) fire (DC 17 Dex half). If a creature fails its save by 5+ it suffers one level of exhaustion as it dehydrates.Blinding Sand. Breathes fine sand in a 30' cone. Each creature in area: blinded for 1 min (DC 17 Con negates). Blinded creature can take an action to clear its eyes of sand ending effect for it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Sand Camouflage","desc":"The sand dragon has advantage on Dex (Stealth) checks made to hide in sandy terrain."},{"name":"Sandy Nature","desc":"Is infused with elemental power and it requires only half the air food and drink that a typical dragon if its size needs."},{"name":"Stinging Sand","desc":"The first time it hits a target with melee weapon attack target: DC 17 Con save or have disadvantage on attack rolls and ability checks until end of its next turn."}],"spell_list":[],"page_no":144,"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_dragon-sand-young/"},{"slug":"drake-riptide","desc":"","name":"Drake, Riptide","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":231,"hit_dice":"22d10+110","speed":{"walk":20,"swim":60},"strength":22,"dexterity":9,"constitution":20,"intelligence":11,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":3,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, unconscious","senses":"blindsight 120', darkvision 60', passive Perception 17","languages":"Aquan, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Sonic Pulses or one Bite and two Slams."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 24 (4d8+6) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 20 (4d6+6) bludgeoning damage."},{"name":"Sonic Pulse","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 21 (4d8+3) thunder. Drake can use this action only while underwater."},{"name":"Buffeting Blast (Recharge 5-6)","desc":"Exhales powerful stream of water in 60' line × 5 ft. wide. Each creature in line: 38 (7d10) bludgeoning damage and becomes disoriented for 1 min (DC 17 Dex half damage not disoriented). When a disoriented creature moves it moves in a random direction. It can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Manipulate Currents","desc":"While underwater changes water flow within 60' of it. Chooses one of below which lasts until start of its next turn.A 20' cube of rushing water forms on a point drake can see in the water. The cube's space is difficult terrain and a creature that starts its turn swimming in the area must make DC 17 Str save or be pushed out of the cube directly away from drake.The current shoots in a 60' long 10 ft. wide line from drake in a direction it chooses. Each creature in area: pushed up to 15 ft. away from drake in a direction following the line (DC 17 Str negates).The drake takes the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Echolocation","desc":"Can't use its blindsight while deafened or out of water."},{"name":"Underwater Camouflage","desc":"Advantage: Dex (Stealth) underwater."}],"spell_list":[],"page_no":155,"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_drake-riptide/"},{"slug":"drake-venom","desc":"","name":"Drake, Venom","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"climb":30},"strength":19,"dexterity":16,"constitution":18,"intelligence":10,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":6,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 16","languages":"Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Claws or three Spit Venoms. If drake hits one creature with two Spit Venom attacks target must make DC 16 Con save or succumb to venom (see above)."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) piercing damage + 13 (3d8) poison and target: DC 16 Con save or succumb to drake's venom (see above)."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage."},{"name":"Spit Venom","desc":"Ranged Weapon Attack: +6 to hit 20/60' one target 16 (3d8+3) poison."},{"name":"Venom Breath (Recharge 5-6)","desc":"Spits venom in a 60' line that is 5 ft. wide. Each creature in that line: 36 (8d8) poison and succumbs to the drake's venom (see above; DC 16 Con half damage and doesn't succumb to the venom)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aching Venom","desc":"Produces a potent poison that causes its victims to feel pain from even the most benign contact (weight of their clothing simple sword swing etc.). When a creature that succumbs to this poison takes bludgeoning piercing or slashing it must make DC 16 Con save or be incapacitated until end of its next turn as pain fills its body. This potent poison remains within creature's body until removed by the greater restoration spell or similar magic or until creature finishes a long rest."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Shifting Camouflage","desc":"Scales adapt to current surroundings. Advantage: Dex (Stealth) to hide in nonmagical natural terrain."}],"spell_list":[],"page_no":158,"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_drake-venom/"},{"slug":"fungi-void-fungus","desc":"","name":"Fungi, Void Fungus","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":15,"dexterity":14,"constitution":14,"intelligence":10,"wisdom":16,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"cold, fire","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 15","languages":"understands Common and Void Speech but can't speak, telepathy 60'","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"2 Poisonous Mycelium or Psychic Blasts. If it hits one creature with both Blasts target charmed 1 min (DC 13 Cha negates) and can re-save at end of each of its turns success ends effect on itself."},{"name":"Poisonous Mycelium","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) piercing damage + 7 (2d6) poison and poisoned until end of its next turn (DC 13 Con not poisoned.)"},{"name":"Psychic Blast","desc":"Ranged Spell Attack: +5 to hit, 60 ft., one target, 12 (2d8+3) psychic."},{"name":"Consume Energy","desc":"Hair-like tendrils dangling from its cap flash as it draws psychic energy from creature it can see within 30' of it. Target 18 (4d8) psychic (DC 13 Cha half). Fungus regains equal hp."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"While motionless indistinguishable from patch of glowing fungus."},{"name":"Illumination","desc":"Sheds dim light in a 10 ft. radius."}],"spell_list":[],"page_no":193,"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_fungi-void-fungus/"},{"slug":"ghost-knight-templar","desc":"","name":"Ghost Knight Templar","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":127,"hit_dice":"17d8+51","speed":{"walk":30},"strength":20,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60', passive Perception 17","languages":"Common","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Shadow Blade attacks."},{"name":"Shadow Blade","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 9 (1d8+5) slashing damage + 10 (3d6) necrotic."},{"name":"Stride of Damnation (Recharge 5-6)","desc":"Moves up to its speed through its enemies. This move doesn't provoke opportunity attacks. Each creature through which templar passes: 35 (10d6) cold (DC 16 Dex half damage). It can't use this while mounted."}],"bonus_actions":[{"name":"Ghostly Mount","desc":"Can summon or dismiss a ghostly mount mounting or dismounting it as part of this bonus action with o spending movement. Mount uses the stats of a warhorse skeleton except it has the Incorporeal Movement trait a flying speed of 60 feet 40 hp and resistance to cold and necrotic and B/P/S damage from nonmagical attacks. If mount is slain it disappears leaving behind no physical form and templar must wait 1 hr before summoning it again."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If mounted and it moves 20'+ straight to foe and hits with shadow blade on same turn target takes an extra 10 (3d6) slashing damage."},{"name":"Incorporeal Movement","desc":"Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object."},{"name":"Turning Defiance","desc":"It and all ghouls within 30' of it: advantage on saves vs. turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":196,"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_ghost-knight-templar/"},{"slug":"giant-firestorm","desc":"","name":"Giant, Firestorm","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"hide armor","hit_points":149,"hit_dice":"13d12+65","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":20,"intelligence":12,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":5,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, fire","condition_immunities":"","senses":"passive Perception 16","languages":"Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Two Obsidian Axe or Firestorm Bolt attacks."},{"name":"Obsidian Axe","desc":"Melee Weapon Attack: +9 to hit, 10 ft., one target, 19 (3d8+6) slashing damage + 3 (1d6) cold and 3 (1d6) fire."},{"name":"Firestorm Bolt","desc":"Ranged Spell Attack: +6 to hit, 120 ft., one target, 13 (3d6+3) fire + 10 (3d6) cold."},{"name":"Lava Geyser (Recharge 5-6)","desc":"Gestures at a point on the ground it can see within 60' of it. A fountain of molten rock erupts from that point in a 10 ft. radius 40' high cylinder. The area is difficult terrain for 1 min. Each creature in the cylinder must make a DC 16 Dex save. On a failure a creature takes 24 (7d6) fire and is coated in hardened lava. On a success a creature takes half the damage and isn't coated in hardened lava. A creature coated in hardened lava has its speed halved while it remains coated. A creature including the coated creature can take its action to break and remove the hardened lava ending the effect."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":202,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_giant-firestorm/"},{"slug":"giant-lantern","desc":"","name":"Giant, Lantern","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":225,"hit_dice":"18d12+108","speed":{"walk":40,"swim":60},"strength":26,"dexterity":12,"constitution":22,"intelligence":15,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":7,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"blinded","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Common, Giant, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Tridents. Can replace one with Spellcasting."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +12 to hit 10 ft. or range 20/60' 1 target. 18 (3d6+8) piercing damage or 21 (3d8+8) piercing damage if used with two hands to make a melee attack."},{"name":"Crush of the Deep (Recharge 5-6)","desc":"Summons pressure of ocean depths in 40' cube of water centered on point it can see within 120' of it. Each creature in cube: 44 (8d10) bludgeoning damage (DC 17 Con half)."},{"name":"Spellcasting","desc":"Cha (DC 15) no material components:At will: detect magic identify (as an action)3/day ea: control water freedom of movement water breathing"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Amphibiousness","desc":"Can breathe air and water but it needs to be submerged at least once every 4 hrs to avoid suffocating."},{"name":"Hypnotic Luminescence","desc":"Tendril on giant's head sheds bright light in 60' radius and dim light extra 60'. When creature that can see the light starts its turn within 60' of giant creature charmed 24 hrs (DC 18 Cha negates) regarding giant as friendly acquaintance. If giant or one of its allies harms charmed creature this effect ends. If save succeeds/effect ends for it creature immune to giant's Hypnotic Luminescence for next 24 hrs. At start of its turn lantern giant chooses whether this light is active."},{"name":"Speak with Aquatic Creatures","desc":"Communicate with Monstrosities and Beasts that have a swim speed as if they shared a language."}],"spell_list":[],"page_no":204,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_giant-lantern/"},{"slug":"giant-thursir-hearth-priestess","desc":"","name":"Giant, Thursir Hearth Priestess","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"lawful evil","armor_class":14,"armor_desc":"hide armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40},"strength":17,"dexterity":14,"constitution":17,"intelligence":11,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":4,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Dwarven, Giant","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Uses Hearth Blessing then two Runic Staff attacks."},{"name":"Runic Staff","desc":"Melee Weapon Attack: +5 to hit, 10 ft., one target, 10 (2d6+3) bludgeoning damage and 4 (1d8) fire."},{"name":"Hearth Blessing","desc":"Calls upon her deity and connection with the hearth to enhance her allies. She empowers one friendly creature she can see within 30' of her with one of the following options until start of her next turn.Hearth's Burn Target's weapon ignites and when target hits with the weapon weapon deals extra 3 (1d6) fire.Hearth's Comfort If target is charmed or frightened condition immediately ends. In addition target gains 5 (1d10) temp hp.Hearth's Protection Target's Armor Class increases by 2 and its armor is immune to spells and effects that target or affect the armor such as heat metal spell or a rust monster's antennae."},{"name":"Spellcasting","desc":"Wis (DC 13): At will: mending spare the dying thaumaturgy3/day ea: cure wounds heat metal1/day: haste"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Protect the Hearth","desc":"When she is hit by a weapon attack up to two friendly creatures within 60' of her that can see her can use their reactions to move up to their speed toward priestess."}],"spell_list":[],"page_no":207,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_giant-thursir-hearth-priestess/"},{"slug":"gigantura","desc":"","name":"Gigantura","size":"Gargantuan","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":248,"hit_dice":"16d20+80","speed":{"walk":0,"swim":60},"strength":22,"dexterity":16,"constitution":20,"intelligence":6,"wisdom":16,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":1,"intelligence_save":null,"wisdom_save":8,"charisma_save":2,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"stunned","senses":"darkvision 120', passive Perception 18","languages":"understands Aquan and Deep Speech, but can't speak","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Horrific Gaze. Then one Bite and two Tail Slaps."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 25 (3d12+6) piercing damage. If target is a Huge or smaller creature it must make DC 18 Dex save or be swallowed by gigantura. A swallowed creature is blinded and restrained has total cover vs. attacks and effects outside gigantura and takes 21 (6d6) acid at start of each of gigantura's turns. Gigantura can have up to 2 Huge 4 Large 6 Medium or 8 Small creatures swallowed at one time. If gigantura takes 30+ damage on a single turn from a creature inside it gigantura must make DC 20 Con save at end of that turn or regurgitate all swallowed creatures which fall prone in a space within 10 ft. of gigantura. If gigantura dies swallowed creature is no longer restrained by it and can escape from corpse by using 20' of move exiting prone."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 17 (2d10+6) bludgeoning damage."},{"name":"Horrific Gaze","desc":"Its telescoping eyes swirl disconcertingly in direction of one creature it can see within 60' of it. If target can see gigantura target stunned until end of its next turn (DC 18 Con negates). A target that successfully saves is immune to this gigantura's Horrific Gaze for the next 24 hrs."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Telescoping Eyes","desc":"Advantage on Wis (Perception) checks that rely on sight and magical darkness doesn't impede its darkvision. Also disadvantage on ability checks and saves vs. being blinded."},{"name":"Water Breathing","desc":"Can breathe only underwater."}],"spell_list":[],"page_no":208,"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_gigantura/"},{"slug":"gnyan","desc":"","name":"Gnyan","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":14,"armor_desc":"","hit_points":90,"hit_dice":"12d10+24","speed":{"walk":50},"strength":17,"dexterity":19,"constitution":15,"intelligence":12,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"cold, poison","condition_immunities":"exhaustion, frightened, poisoned, prone","senses":"darkvision 60', passive Perception 15","languages":"Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Claw attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 11 (2d6+4) piercing damage + 3 (1d6) cold."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage + 3 (1d6) cold."},{"name":"Avalanche's Roar (Recharge 6)","desc":"Ice and snow in 30' cone. Each creature in area: 21 (6d6) cold and is restrained until end of its next turn as frost and snow coats its limbs (DC 13 Dex half damage not restrained)."}],"bonus_actions":[{"name":"Snow Step","desc":"Teleports with items worn/carried up to 30' to unoccupied space it can see. Origin and destination must have snow."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Hope","desc":"Surrounded by aura of courage. Each friendly creature within 30' of it: advantage on saves vs. being frightened."},{"name":"Glorious Milk","desc":"Can spend 1 min slowly drinking from a bowl of melted ice water. When it stops bowl is filled with pale milk. A creature that drinks the milk regains 7 (2d6) hp and its exhaustion level is reduced by up to two levels. After gnyan's milk has restored a total of 20 hp or reduced a total of four exhaustion levels in creatures gnyan can't create milk in this way again until it finishes a long rest."},{"name":"Pounce","desc":"If it moves 20'+ straight to creature and hits it with Claw attack on same turn target knocked prone (DC 13 Str not prone). If target is prone gnyan can make one Bite vs. it as a bonus action."},{"name":"Snow Camouflage","desc":"Advantage: Dex (Stealth) to hide in snowy terrain."},{"name":"Snow Strider","desc":"Can move across icy surfaces with o an ability check and difficult terrain composed of ice or snow doesn't cost it extra movement. It leaves no tracks or other traces of its passage when moving through snowy terrain."}],"spell_list":[],"page_no":210,"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_gnyan/"},{"slug":"hag-brine","desc":"","name":"Hag, Brine","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8 +60","speed":{"walk":15,"swim":40},"strength":17,"dexterity":12,"constitution":16,"intelligence":14,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, poisoned","senses":"darkvision 120', passive Perception 17","languages":"Aquan, Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks and one Tail Slap attack."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 7 (2d6) poison. Target incapacitated until the end of its next turn (DC 16 Con not incapacitated). If it fails the save by 5+ it is paralyzed instead."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12 +3) bludgeoning damage and target must make DC 16 Str save or pushed up to 10 ft. away from the hag."},{"name":"Shriek (Recharge 5-6)","desc":"Unleashes a painful screeching in a 30' cone. Each creature in the area: 33 (6d10) thunder and is stunned until the end of its next turn (DC 16 Con half damage and isn't stunned)."},{"name":"Denizens of the Deep (1/Day)","desc":"Magically calls 4 reef sharks 2 swarms of quippers or 1 Beast of up to CR 2 with swim speed. Arrive in 1d4 rounds act as hag allies obeying her spoken commands. Beasts stay 1 hr until hag dies or until hag dismisses them as bonus action."},{"name":"Spellcasting","desc":"Cha (DC 16) no material components: At will: minor illusion  • 3/day ea: charm person major image1/day: control water"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Polluted Aura","desc":"Each creature in same water as hag and that starts its turn within 20' of hag: poisoned while within aura and for 1 min after it leaves (DC 16 Con not poisoned). A poisoned creature that starts its turn outside aura can re-save success ends effect on itself."},{"name":"Skilled Submariner","desc":"Advantage on Wis (Perception) and Wis (Survival) checks to find creatures and objects underwater. Has advantage on Dex (Stealth) checks made to hide while underwater."},{"name":"Speak with Aquatic Creatures","desc":"Communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language."}],"spell_list":[],"page_no":225,"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_hag-brine/"},{"slug":"minotaur-ravening","desc":"","name":"Minotaur, Ravening","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":85,"hit_dice":"10d10+30","speed":{"walk":40},"strength":18,"dexterity":11,"constitution":16,"intelligence":6,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 17","languages":"Giant, Minotaur","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage and minotaur gains temp hp equal to damage. Target: DC 13 Con save or infected with ravening (below)."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) slashing damage."},{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (2d8+4) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Charge","desc":"If it moves 10 ft.+ straight to foe and hits with gore attack on same turn target takes an extra 9 (2d8) piercing damage. If the target is a creature it must make DC 14 Str save or be pushed up to 10 ft. away and knocked prone."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Labyrinthine Recall","desc":"Can perfectly recall any path it has traveled."},{"name":"Ravening Hunger","desc":"When it reduces a creature to 0 hp with melee attack on its turn can take a bonus action to consume creature's heart. Its hp max increases by 5 for every ten hearts it consumes in this way."},{"name":"Ravening Madness","desc":"Disadvantage on Int checks and saves. Considers every creature hostile and doesn't benefit from Help action or similar spells/effects that involve help to/from friendly creatures. Doesn't stop spellcaster from restoring hp to it or curing ravening with magic."},{"name":"Reckless","desc":"At the start of its turn it can choose to have advantage on all melee weapon attack rolls it makes during that turn but attack rolls vs. it have advantage until the start of its next turn."}],"spell_list":[],"page_no":272,"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_minotaur-ravening/"},{"slug":"moonweb","desc":"","name":"Moonweb","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d8+39","speed":{"walk":0,"fly":30},"strength":10,"dexterity":18,"constitution":16,"intelligence":1,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 120' (blind beyond), passive Perception 16","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Dissolving Bite attack and one Tendrils attack."},{"name":"Dissolving Bite","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one creature,. 13 (2d8+4) piercing damage + 9 (2d8) acid and the moonweb regains hp equal to the acid dealt."},{"name":"Tendrils","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one creature,. 11 (2d6+4) piercing damage and target paralyzed for 1 min (DC 14 Con not paralyzed). Target can re-save at end of each of its turns success ends effect on itself."},{"name":"Etheric Pulse (Recharge 6)","desc":"Releases burst of ethereal energy. Each creature within 30' of it: DC 14 Con save or become partially ethereal. A partially ethereal creature's attacks deal normal damage to the moonweb even if the attacks are nonmagical but all other creatures have resistance to the partially ethereal creature's nonmagical damage. Also moonweb can pinpoint location of partially ethereal creature and moonweb has advantage on attack rolls vs. it. A partially ethereal creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Ethereal Jaunt","desc":"Magically shifts from the Material Plane to the Ethereal Plane or vice versa."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Alien Nature","desc":"Doesn't require air or sleep."},{"name":"Transparent","desc":"Advantage on Dex (Stealth) checks while motionless or in dim light."}],"spell_list":[],"page_no":276,"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_moonweb/"},{"slug":"myrmex-speaker","desc":"","name":"Myrmex Speaker","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral good","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":40,"burrow":40,"climb":40},"strength":18,"dexterity":13,"constitution":17,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"poison; nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, prone, unconscious ","senses":"blindsight 60', passive Perception 17","languages":"understands Common, Terran, and Undercommon but can't speak, telepathy 120'","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Three Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) poison."},{"name":"Earth Shift","desc":"Ranged Spell Attack: +7 to hit 60' 1 tgt in contact with ground. Target pushed up to 15 ft. in direction of myrmex's choice speed half til end of its next turn."},{"name":"Static Barrage (Recharge 5-6)","desc":"Blasts foes with painful psychic static. Each creature of myrmex's choice within 30' of it: 18 (4d8) psychic (DC 15 Int half)."},{"name":"Wall of Earth","desc":"Makes a wall of earth spring out of earth or rock on a point it can sense within 30' of it. Works like wall of stone spell except  can create only one 10 ft. × 10 ft. panel with AC 13 and 15 hp."}],"bonus_actions":[{"name":"Earth Manipulation","desc":"Can manipulate and move earth within 30' of it that fits within a 5 ft. cube. This manipulation is limited only by its imagination but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. It can also choose to make the ground within 10 ft. of it difficult terrain or to make difficult terrain normal if the ground is earth or stone. Changes caused by Earth Manipulation are permanent."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Stone Walk","desc":"Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement."}],"spell_list":[],"page_no":283,"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_myrmex-speaker/"},{"slug":"npc:-infested-duelist","desc":"","name":"Npc: Infested Duelist","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":144,"hit_dice":"32d8","speed":{"walk":40,"climb":30},"strength":11,"dexterity":20,"constitution":10,"intelligence":10,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":7,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"poison","condition_immunities":"exhaustion, restrained, poisoned","senses":"passive Perception 13","languages":"any one language (usually Common)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Slam attack and two Shortsword attacks or it makes two Thorn Shot attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 15 (2d8+6) bludgeoning damage and target: DC 15 Con save. On failure target takes 14 (4d6) poison and is poisoned 1 min. On success target takes half damage and isn't poisoned. Poisoned target can re-save at end of each of its turns success ends effect on itself."},{"name":"Thorn Shot","desc":"Melee Weapon Attack: +10 to hit 30/120' one target 10 (2d4+5) piercing damage + 7 (2d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Spore Cloud","desc":"When it takes damage from a ranged attack emits a burst of thick yellow spores that surround infested duelist and heavily obscure area within 5 ft. of it. Spores dissipate at start of duelist's next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Parasite Sense","desc":"Advantage on attacks vs. poisoned creatures."},{"name":"Plant-Powered Mobility","desc":"Opportunity attacks made vs. duelist have disadvantage. If the duelist is prone at the start of its turn it can immediately stand with o costing movement."}],"spell_list":[],"page_no":409,"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-infested-duelist/"},{"slug":"ogre-kadag","desc":"","name":"Ogre, Kadag","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":18,"intelligence":10,"wisdom":16,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic; piercing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 16","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Spear attacks."},{"name":"Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit 10 ft. or range 20/60' one target 12 (2d6+5) piercing damage or 14 (2d8+5) piercing damage if used with two hands to make a melee attack."},{"name":"Master of Death (Recharge 5-6)","desc":"Empowers up to three friendly Undead it can see within 30' of it. Each can use a reaction to move up to half its speed and make one melee weapon attack. In addition an empowered Undead gains 5 (2d4) temp hp for 1 min. The kadag ogre can't empower Undead with Int score of 10 or higher."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Scent of Death","desc":"Any creature that isn't Undead and that starts its turn within 5 ft. of the kadag ogre: poisoned until the start of its next turn (DC 15 Con negates and target immune to the kadag ogre's Scent of Death for 1 hr)."},{"name":"Undead Affinity","desc":"An Undead has disadvantage on attack rolls vs. the kadag ogre if the ogre hasn't attacked that Undead within the past 24 hrs. In addition each skeleton and zombie within 30' of the kadag ogre that has no master follows ogre's verbal commands until a master asserts magical control over it."}],"spell_list":[],"page_no":300,"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_ogre-kadag/"},{"slug":"ogre-void-blessed","desc":"","name":"Ogre, Void Blessed","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":20,"dexterity":8,"constitution":19,"intelligence":5,"wisdom":16,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, poison","damage_immunities":"psychic","condition_immunities":"blinded, poisoned","senses":"blindsight 30' (blind beyond), tremorsense 120', passive Perception 16","languages":"Giant, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"One Tentacle Lash attack and one Void Bite attack or it makes three Void Spit attacks."},{"name":"Tentacle Lash","desc":"Melee Weapon Attack: +8 to hit, 15 ft., one target, 12 (2d6+5) bludgeoning damage + 7 (2d6) psychic and target blinded until end of its next turn as jumbled visions and voices of the Void fill its mind (DC 15 Int not blind)."},{"name":"Void Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d10+5) piercing damage + 9 (2d8) necrotic."},{"name":"Void Spit","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 12 (2d8+3) necrotic."}],"bonus_actions":null,"reactions":[{"name":"Volatile Stomach","desc":"When it takes bludgeoning piercing or slashing can regurgitate some of its stomach contents. Each creature within 5 ft. of it: 4 (1d8) necrotic and be poisoned until end of its next turn (DC 15 Con negates). A pool of Void infused stomach contents forms in a space ogre can see within 5 ft. of it and lasts until start of ogre's next turn. A creature that enters pool for first time on a turn or starts its turn there: 4 (1d8) necrotic."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Hearing and Smell","desc":"Advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Tentacle Senses","desc":"Can't use its tremorsense while grappled or restrained."}],"spell_list":[],"page_no":303,"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_ogre-void-blessed/"},{"slug":"rakshasa-pustakam","desc":"","name":"Rakshasa, Pustakam","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d6+42","speed":{"walk":25,"climb":20},"strength":12,"dexterity":15,"constitution":16,"intelligence":13,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"piercing from magic weapons wielded by good creatures","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"Common, Infernal, telepathy 60'","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks or uses False Promises twice. It can replace one use of False Promises with use of Spellcasting."},{"name":"Claw (Fiend Form Only)","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 7 (2d4+2) slashing damage + 9 (2d8) psychic."},{"name":"False Promises","desc":"Whispers promises of power and riches in mind of one creature it can see within 60' of it: 18 (4d8) psychic and charmed 1 min (DC 15 Wis half damage and isn't charmed). While charmed creature has disadvantage on saves vs. pustakam's enchantment spells. Charmed creature can re-save at end of each of its turns success ends effect on itself."},{"name":"Spellcasting","desc":"Cha (DC 15) no material or somatic components: At will: detect thoughts mage hand minor illusion3/day ea: command suggestion"}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Tiny object or back into true fiend form. Its stats except size are same in each form. Items worn/carried not transformed. Reverts on death."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance (Object Form Only)","desc":"While it remains motionless it is indistinguishable from an ordinary object."},{"name":"Limited Magic Immunity","desc":"Can't be affected or detected by spells of 2nd level or lower unless it wishes to be. Has advantage on saves vs. all other spells and magical effects."}],"spell_list":[],"page_no":328,"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_rakshasa-pustakam/"},{"slug":"star-nosed-diopsid","desc":"","name":"Star-Nosed Diopsid","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":30,"burrow":15,"fly":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":17,"wisdom":16,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":7,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', tremorsense 60', passive Perception 17","languages":"Deep Speech, Undercommon, telepathy 100' (300' w/its own kind)","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Stinger attack and two Tentacle attacks."},{"name":"Stinger","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 26 (4d10+4) piercing damage. If Humanoid succumbs to diopsid's venom (DC 16 Con negates see Mutagenic Venom)."},{"name":"Tentacle","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 17 (3d8+4) bludgeoning damage. Target is grappled (escape DC 16) if it is an up to Large creature and diopsid doesn't have 2 grappled."},{"name":"Share Senses","desc":"While within 300' of an envenomed Humanoid diopsid sees through target's eyes and hears what target hears until start of its next turn gaining benefits of any special senses target has. On subsequent turns diopsid can use a bonus action to extend duration of this effect until start of its next turn."},{"name":"Control Envenomed (3/Day)","desc":"While within 300' of an envenomed Humanoid diopsid can telepathically suggest course of activity to it. Humanoid must make DC 16 Wis save or pursue the activity suggested to it. Success: Humanoid takes 11 (2d10) psychic and has disadvantage next time it makes this save. Works like suggestion spell and Humanoid unaware of diopsid's influence."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mutagenic Venom","desc":"Produces potent poison that envenoms Humanoid victim and slowly transforms it into new diopsid. While envenomed treats all diopsid as if charmed by them. Every 24 hrs that elapse victim : DC 16 Con save reducing hp max by 5 (2d4) on failure. Reduction lasts until creature finishes long rest after venom removed. Creature dies if this reduces hp max to 0. Humanoid that dies from this horrifically transformed becoming new diopsid and losing all memory of its former life. Poison remains within creature's body until removed by greater restoration or similar."}],"spell_list":[],"page_no":355,"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_star-nosed-diopsid/"},{"slug":"thripper","desc":"","name":"Thripper","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":25},"strength":14,"dexterity":19,"constitution":15,"intelligence":11,"wisdom":16,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"cold","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"","senses":"truesight 60', passive Perception 16","languages":"Thrippish, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Extractor Spear or Disorienting Chitter attacks."},{"name":"Extractor Spear","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 13 (2d8+4) piercing damage + 7 (2d6) necrotic. Target's hp max is reduced by amount equal to half necrotic taken and thripper regains hp equal to that amount. Reduction lasts until target finishes short/long rest. Target dies if this reduces its hp max to 0."},{"name":"Disorienting Chitter","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 16 (3d8+3) thunder and the target must make DC 14 Wis save or fall prone as it briefly becomes disoriented and falls."}],"bonus_actions":null,"reactions":[{"name":"Glamour Counter","desc":"When creature thripper can see within 30' of it casts spell can counter the spell. This works like counterspell spell with +6 spellcasting ability check except thripper can counter only enchantment or illusion spells and it must make the ability check regardless of spell's level."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Feybane Weapons","desc":"Its weapons are cold iron and are magical when used vs. fey. When it hits a fey with any weapon the weapon's damage is force instead of its normal damage type."},{"name":"Fey Sense","desc":"Can pinpoint by scent the location of fey within 60' of it and can sense the general direction of fey within 1 mile of it."},{"name":"Soft Wings","desc":"Can fly up to 40' on its turn but must start and end its move on solid surface (roof ground etc.). If it is flying at the end of its turn it falls to the ground and takes falling damage."}],"spell_list":[],"page_no":368,"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_thripper/"},{"slug":"trollkin-fire-shaman","desc":"","name":"Trollkin Fire Shaman","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"leather armor","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":14,"intelligence":9,"wisdom":16,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 15","languages":"Common, Trollkin","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Uses Mark Foe. Then two Hurl Flame attacks or three Staff attacks."},{"name":"Staff","desc":"Melee Weapon Attack: +2 to hit, 5 ft., one target, 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with 2 hands."},{"name":"Hurl Flame","desc":"Ranged Spell Attack: +5 to hit, 120 ft., one target, 8 (2d4+3) fire."},{"name":"Mark Foe","desc":"One creature shaman can see within 60' must make DC 13 Wis save or be wreathed in magical fire for 1 min. While wreathed it can't take the Hide action or become invisible. The next time creature takes damage it takes an extra 7 (2d6) fire and the magical fire ends."}],"bonus_actions":null,"reactions":[{"name":"Fiery Escape (2/Day)","desc":"When shaman takes damage each creature within 5 ft. of it: DC 13 Dex save or take 7 (2d6) fire. Shaman is then wreathed in flames and teleports up to 30' to unoccupied space it can see."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Regeneration","desc":"Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate."},{"name":"Thick Skin","desc":"Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC)."}],"spell_list":[],"page_no":376,"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_trollkin-fire-shaman/"},{"slug":"underworld-sentinel","desc":"","name":"Underworld Sentinel","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral","armor_class":17,"armor_desc":"natural armor","hit_points":126,"hit_dice":"12d12+48","speed":{"walk":40},"strength":23,"dexterity":15,"constitution":18,"intelligence":10,"wisdom":16,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"blindsight 60', darkvision 120', passive Perception 17","languages":"Darakhul, Giant, Undercommon","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Scythe or Death Knell attacks."},{"name":"Scythe","desc":"Melee Weapon Attack: +10 to hit, 15 ft., one target, 17 (2d10+6) slashing damage + 10 (3d6) necrotic."},{"name":"Death Knell","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 16 (3d8+3) necrotic or 22 (3d12+3) necrotic if the target is missing any of its hp."},{"name":"Grim Reaping (Recharge 5-6)","desc":"Spins with its scythe extended and makes one Scythe attack vs. each creature within its reach. A creature that takes necrotic from this attack can't regain hp until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Passage Guardian","desc":"Can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks."},{"name":"Turn Immunity","desc":"Is immune to effects that turn undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":381,"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_underworld-sentinel/"}]}