{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=12","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=-wisdom_save&page=10","results":[{"slug":"young-imperial-dragon","desc":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic._  \n**Dragons of the Spirit World.** Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms.  \n**Colorful and Magical.** Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillion-colored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed.  \n**Masters of Wind and Rain.** Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the Open Game License","name":"Young Imperial Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":18,"armor_desc":"natural armor","hit_points":210,"hit_dice":"20d10+100","speed":{"swim":40,"walk":40,"fly":80},"strength":23,"dexterity":12,"constitution":21,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":10,"skills":{"insight":6,"perception":10,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, thunder","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 20","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6+6"},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Innate Spellcasting","desc":"The imperial dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components.\n3/day: fog cloud\n1/day each: control water, gust of wind, stinking cloud"}],"spell_list":[],"page_no":117,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_young-imperial-dragon/"},{"slug":"chimera-a5e","desc":"","name":"Chimera","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"fly":60},"strength":18,"dexterity":10,"constitution":18,"intelligence":3,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":-1,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 21","languages":"","challenge_rating":"7","cr":7.0,"actions":[{"name":"Headbutt","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or fall prone."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage  or 14 (4d4 + 4) slashing damage against a prone target."},{"name":"Breath Weapon (Recharge 5-6)","desc":"The dragon head breathes fire in a 15-foot cone. Creatures in the area make a DC 15 Dexterity saving throw  taking 21 (6d6) fire damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Tail Swipe (1/Day)","desc":"If a creature within 5 feet hits the chimera with a melee attack, the attacker is battered by the chimeras tail. The attacker makes a DC 15 Strength saving throw. On a failure, it takes 9 (2d4 + 4) bludgeoning damage and is pushed 10 feet from the chimera and knocked prone."},{"name":"Winged Charge (1/Day)","desc":"If a creature the chimera can see hits it with a ranged attack, the chimera leaps off the ground and moves up to its fly speed towards the attacker. If within range, the chimera then makes a headbutt attack against the attacker."}],"legendary_desc":"","legendary_actions":[{"name":"The chimera can take 2 legendary actions","desc":"Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn."},{"name":"Bite","desc":"The chimera uses its Bite attack."},{"name":"Claw","desc":"The chimera uses its Claw attack."}],"special_abilities":[{"name":"Reactive Heads","desc":"The chimera can take three reactions per round, but not more than one per turn."},{"name":"Three Heads","desc":"The chimera has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and it can't be flanked."},{"name":"Wakeful","desc":"When one of the chimeras heads is asleep, the others are awake."}],"spell_list":[],"page_no":45,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_chimera/"},{"slug":"coven-winter-hag-a5e","desc":"","name":"Coven Winter Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Draconic, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The hag attacks with its claws and uses Ice Bolt."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."},{"name":"Ice Bolt","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage  and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure  the creature is restrained as it begins to turn to ice. At the end of the creatures next turn  the creature repeats the saving throw. On a success  the effect ends. On a failure  the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic."},{"name":"Shapeshift","desc":"The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell."},{"name":"Cone of Cold (5th-Level; V, S)","desc":"Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution saving throw  taking 36 (8d8) cold damage on a failure or half damage on a success."},{"name":"Wall of Ice (6th-level; V, S, Concentration)","desc":"The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat  1 foot thick  and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12  30 hit points  vulnerability to fire damage  and immunity to cold  poison  and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw  taking 17 (5d6) cold damage on a failed save or half damage on a success."},{"name":"If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (hags choice)","desc":"The creature then makes a Dexterity saving throw  taking 35 (10d6) cold damage on a failed save or half damage on a success."}],"bonus_actions":null,"reactions":[{"name":"Ice Shield","desc":"The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Curse","desc":"A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature."},{"name":"Icy Travel","desc":"The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying, 1/day each: cone of cold, wall of ice"}],"spell_list":[],"page_no":272,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_coven-winter-hag/"},{"slug":"divi-a5e","desc":"","name":"Divi","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":172,"hit_dice":"15d10+90","speed":{"walk":30,"burrow":30,"fly":30},"strength":22,"dexterity":12,"constitution":22,"intelligence":5,"wisdom":6,"charisma":6,"strength_save":10,"dexterity_save":null,"constitution_save":10,"intelligence_save":5,"wisdom_save":6,"charisma_save":6,"perception":null,"skills":{"athletics":10,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 30 ft., passive Perception 16","languages":"Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The divi makes two melee attacks."},{"name":"Crushing Hand","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the target is grappled (escape DC 18). Until this grapple ends  the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target  and the target can't breathe."},{"name":"Stone Club","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."},{"name":"Quake (Recharge 5-6)","desc":"Amid deafening rumbling  the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw  taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success."}],"bonus_actions":[{"name":"Stone Wall (1/Day)","desc":"A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The divi can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"Innate Spellcasting","desc":"The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)"}],"spell_list":[],"page_no":217,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_divi/"},{"slug":"divi-noble-a5e","desc":"","name":"Divi Noble","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":345,"hit_dice":"30d10+180","speed":{"walk":30,"burrow":30,"fly":30},"strength":22,"dexterity":12,"constitution":22,"intelligence":5,"wisdom":6,"charisma":6,"strength_save":10,"dexterity_save":null,"constitution_save":10,"intelligence_save":5,"wisdom_save":6,"charisma_save":6,"perception":null,"skills":{"athletics":10,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 30 ft., passive Perception 16","languages":"Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The divi makes two melee attacks."},{"name":"Crushing Hand","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the target is grappled (escape DC 18). Until this grapple ends  the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target  and the target can't breathe."},{"name":"Stone Club","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."},{"name":"Quake (Recharge 5-6)","desc":"Amid deafening rumbling  the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw  taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success."}],"bonus_actions":[{"name":"Stone Wall (1/Day)","desc":"A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The divi can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"Innate Spellcasting","desc":"The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)"}],"spell_list":[],"page_no":218,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_divi-noble/"},{"slug":"knight-captain-a5e","desc":"","name":"Knight Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"athletics":10,"history":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 18","languages":"any two","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The knight captain attacks four times."},{"name":"Longsword","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage."},{"name":"Composite Longbow","desc":"Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."},{"name":"Command the Attack (1/Day)","desc":"The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute  inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight captain cannot target themselves."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The knight captain has advantage on saving throws against spells and magical effects."},{"name":"Superior Heavy Armor Master","desc":"While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5."}],"spell_list":[],"page_no":477,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_knight-captain/"},{"slug":"marid-a5e","desc":"","name":"Marid","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":172,"hit_dice":"15d10+90","speed":{"walk":30,"fly":60,"swim":90},"strength":22,"dexterity":16,"constitution":22,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"perception":6,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Aquan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The marid makes two trident attacks. One of these can be replaced with a net attack."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown  the trident returns to the marids hand."},{"name":"Net","desc":"Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large  Medium  or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check  freeing itself or another creature within its reach on a success. The net is an object with AC 10  20 hit points  vulnerability to slashing damage  and immunity to bludgeoning  poison  and psychic damage."}],"bonus_actions":[{"name":"Fog Cloud (1/Day)","desc":"The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog."},{"name":"Water Jet (While Bloodied)","desc":"The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The marid can breathe air and water."},{"name":"Innate Spellcasting","desc":"The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)"}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_marid/"},{"slug":"marid-noble-a5e","desc":"","name":"Marid Noble","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":344,"hit_dice":"30d10+180","speed":{"walk":30,"fly":60,"swim":90},"strength":22,"dexterity":16,"constitution":22,"intelligence":16,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{"perception":6,"persuasion":7},"damage_vulnerabilities":"","damage_resistances":"acid, cold, lightning","damage_immunities":"","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 16","languages":"Aquan","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The marid makes two trident attacks. One of these can be replaced with a net attack."},{"name":"Trident","desc":"Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) lightning damage. If thrown  the trident returns to the marids hand."},{"name":"Net","desc":"Ranged Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: A Large  Medium  or Small target is restrained until it is freed. A creature can use its action to make a DC 18 Strength check  freeing itself or another creature within its reach on a success. The net is an object with AC 10  20 hit points  vulnerability to slashing damage  and immunity to bludgeoning  poison  and psychic damage."}],"bonus_actions":[{"name":"Fog Cloud (1/Day)","desc":"The marid magically creates a heavily obscured area of fog (or, if underwater, inky water) in a 30-foot radius around a point it can see within 60 feet. The fog spreads around corners and can be dispersed by a moderate wind or current (at least 10 miles per hour). Otherwise, it disperses after 10 minutes. The marid can see through this fog."},{"name":"Water Jet (While Bloodied)","desc":"The marid shoots water in a 5-foot-wide, 60-foot-long jet. Each creature in the area makes a DC 18 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and is pushed 20 feet away from the marid, to a maximum of 60 feet away, and knocked prone. On a success, a target takes half damage."}],"reactions":[],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The marid can breathe air and water."},{"name":"Innate Spellcasting","desc":"The marids innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), create or destroy water, detect magic, purify food and drink, 3/day each: control water, creation, tongues, water breathing, water walk, 1/day each: conjure elemental (water elemental only), plane shift (to Elemental Plane of Water only)"}],"spell_list":[],"page_no":224,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_marid-noble/"},{"slug":"mountain-dwarf-lord-a5e","desc":"","name":"Mountain Dwarf Lord","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":20,"armor_desc":"","hit_points":171,"hit_dice":"18d8+90","speed":{"walk":30},"strength":20,"dexterity":12,"constitution":20,"intelligence":12,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"athletics":10,"history":6,"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"frightened","senses":"passive Perception 18","languages":"any two","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The mountain dwarf lord attacks four times with their battleaxe."},{"name":"Battleaxe","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage."},{"name":"Composite Longbow","desc":"Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage."},{"name":"Command the Attack (1/Day)","desc":"The knight captain issues a command to all nonhostile creatures within 30 feet. Creatures who can see or hear the knight captain can use their reaction to make a single weapon attack with advantage."},{"name":"Knightly Inspiration (1/Day)","desc":"The knight captain inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute  inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time  and the knight captain cannot target themselves."}],"bonus_actions":null,"reactions":[{"name":"Shield Block","desc":"When a creature attacks the mountain dwarf lord or a target within 5 feet, the mountain dwarf lord imposes disadvantage on that attack. To do so, the mountain dwarf lord must see the attacker and be wielding a shield."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The knight captain has advantage on saving throws against spells and magical effects."},{"name":"Superior Heavy Armor Master","desc":"While wearing heavy armor, the knight captain reduces bludgeoning, piercing, or slashing damage they take from nonmagical weapons by 5."}],"spell_list":[],"page_no":477,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_mountain-dwarf-lord/"},{"slug":"roc-a5e","desc":"","name":"Roc","size":"Gargantuan","type":"Beast","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"","hit_points":232,"hit_dice":"15d20+75","speed":{"walk":20,"fly":120},"strength":28,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":4,"perception":null,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The roc attacks once with its beak and once with its talons  or makes a beak attack and drops a grappled creature or held object."},{"name":"Beak","desc":"Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage."},{"name":"Talons","desc":"Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage  and the target is grappled (escape DC 22). Until this grapple ends  the target is restrained  and the roc can't attack a different target with its talons."}],"bonus_actions":null,"reactions":[{"name":"Retributive Strike","desc":"When a creature the roc can see hits it with a melee weapon attack, the roc makes a beak attack against its attacker."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Sight","desc":"The roc has advantage on Perception checks that rely on sight."},{"name":"Siege Monster","desc":"The roc deals double damage to objects and structures."}],"spell_list":[],"page_no":458,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_roc/"},{"slug":"winter-hag-a5e","desc":"","name":"Winter Hag","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"","hit_points":120,"hit_dice":"16d8+48","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":16,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{"arcana":6,"deception":7,"insight":6,"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Draconic, Sylvan","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The hag attacks with its claws and uses Ice Bolt."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage."},{"name":"Ice Bolt","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 15 (2d10 + 4) cold damage  and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure  the creature is restrained as it begins to turn to ice. At the end of the creatures next turn  the creature repeats the saving throw. On a success  the effect ends. On a failure  the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic."},{"name":"Shapeshift","desc":"The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies."},{"name":"Invisibility (2nd-Level; V, S, Concentration)","desc":"The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell."}],"bonus_actions":null,"reactions":[{"name":"Ice Shield","desc":"The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Curse","desc":"A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature."},{"name":"Icy Travel","desc":"The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice."},{"name":"Innate Spellcasting","desc":"The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying"}],"spell_list":[],"page_no":272,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_winter-hag/"},{"slug":"barbed_devil_bf","desc":"","name":"Barbed Devil","size":"medium","type":"Fiend","subtype":"Devil","group":"Devils","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":94,"hit_dice":"","speed":{"walk":30},"strength":22,"dexterity":16,"constitution":24,"intelligence":12,"wisdom":20,"charisma":20,"strength_save":6,"dexterity_save":3,"constitution_save":7,"intelligence_save":1,"wisdom_save":5,"charisma_save":5,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Devilish Resilience","damage_immunities":"Devilish Resilience","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Infernal,telepathy 120 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The devil makes two Claw attacks and one Tail attack, or it makes three Hurl Flame attacks."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."},{"name":"Tail","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage."},{"name":"Hurl Flame","desc":"_Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 12 (3d6+2) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Barbed Death","desc":"When the barbed devil dies, its body withers, leaving behind a mass of spikes on the ground in a 10-foot radius centered on the devil's body. The area becomes difficult terrain for 1 minute, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels."},{"name":"Barbed Hide","desc":"A creature that hits the barbed devil with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. A creature that starts its turn grappling or grappled by the barbed devil takes 3 (1d6) piercing damage."},{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the devil's darkvision."},{"name":"Devilish Resilience","desc":"The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The devil has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_barbed-devil/"},{"slug":"chimera_bf","desc":"","name":"Chimera","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":126,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":18,"dexterity":10,"constitution":18,"intelligence":4,"wisdom":20,"charisma":10,"strength_save":4,"dexterity_save":0,"constitution_save":4,"intelligence_save":-3,"wisdom_save":5,"charisma_save":0,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Multiple Heads,Monstrosity Resilience","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The chimera makes one Bite attack, one Headbutt attack, and two Claws attacks, or it can make two Claws attacks and use Fire Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage."},{"name":"Headbutt","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 10 (1d12+4) bludgeoning damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 DEX save, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Bickering Heads","desc":"The chimera is perpetually one step away from arguing with itself. A creature that can see the chimera can use a bonus action on its turn to appeal to one of the chimera's heads with bribes (dragon), praise (lion), displays of magic (goat), or other clever manipulation of a head's desires. The chimera must succeed on a DC 15 WIS save or succumb to that desire.<br>If the lion or goat head succumbs, the chimera has disadvantage on the next Bite or Headbutt attack it makes before the end of its next turn. If the dragon head succumbs, creatures caught in the chimera's next Fire Breath have advantage on the save, provided the chimera uses the breath within the next 1 minute. Once a head has succumbed to a desire, that head can't succumb again for the next 24 hours."},{"name":"Monstrosity Resilience","desc":"The chimera is resistant to exhaustion and to the frightened condition."},{"name":"Multiple Heads","desc":"The chimera has three heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_chimera/"},{"slug":"death_knight_bf","desc":"","name":"Death Knight","size":"medium","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"plate","hit_points":140,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":16,"intelligence":12,"wisdom":20,"charisma":18,"strength_save":4,"dexterity_save":0,"constitution_save":3,"intelligence_save":1,"wisdom_save":5,"charisma_save":4,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 90 ft.","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The death knight makes three Greatsword or Necrotic Bolt attacks."},{"name":"Greatsword","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage."}],"bonus_actions":[{"name":"Champion's Challenge","desc":"The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn."}],"reactions":[{"name":"Parry","desc":"The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."},{"name":"Soul Drain","desc":"When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Disgraced Rejuvenation","desc":"Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died."},{"name":"Magic Resistance","desc":"The death knight has advantage on saves against spells and other magical effects."},{"name":"Undead Nature","desc":"The death knight doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The death knight is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_death-knight/"},{"slug":"gold_dragon_wyrmling_bf","desc":"","name":"Gold Dragon Wyrmling","size":"medium","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":68,"hit_dice":"","speed":{"walk":30,"fly":60,"swim":30},"strength":18,"dexterity":18,"constitution":20,"intelligence":14,"wisdom":20,"charisma":18,"strength_save":4,"dexterity_save":4,"constitution_save":5,"intelligence_save":2,"wisdom_save":5,"charisma_save":4,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., keensense 10 ft.","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and one Claw attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (1d10+4) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 7 (1d6+4) slashing damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one."},{"name":"Weakening Breath (Recharge 6)","desc":"The dragon exhales weakening gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 STR save or have disadvantage on STR-based attack rolls, STR checks, and STR saves for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Pounce","desc":"If the dragon moves at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the dragon can make one Claw attack against it as a bonus action."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gold-dragon-wyrmling/"},{"slug":"invisible_stalker_bf","desc":"","name":"Invisible Stalker","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":null,"hit_points":121,"hit_dice":"","speed":{"walk":50,"fly":50,"hover":true},"strength":16,"dexterity":18,"constitution":14,"intelligence":10,"wisdom":20,"charisma":10,"strength_save":3,"dexterity_save":4,"constitution_save":2,"intelligence_save":0,"wisdom_save":5,"charisma_save":0,"perception":18,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Elemental Resilience","damage_immunities":"Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Auran,understands Common but can't speak it","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The stalker makes two Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 9 (2d8) cold damage. If the target is the stalker's quarry, the target must succeed on a DC 15 DEX save or its speed is halved until the end of its next turn."}],"bonus_actions":[{"name":"Steal Breath","desc":"The invisible stalker calls on the air in the lungs of one breathing creature it can see within 30 feet of it, causing the air to leave the creature. The target must succeed on a DC 15 CON save or be unable to speak or cast spells with verbal components until the end of its next turn. A creature that fails the save by 5 or more is also incapacitated and suffocating for the duration, as it coughs uncontrollably."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The invisible stalker doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The stalker is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."},{"name":"Faultless Tracker","desc":"At the end of each long rest, the invisible stalker can choose a creature it knows or has seen to be its quarry. A stalker summoned by another creature can choose only the quarry specified by its summoner, but the stalker also knows the location of its summoner while it continues to serve the summoner. The stalker always knows the direction and distance to its quarry, provided the two are on the same plane of existence."},{"name":"Invisibility","desc":"The stalker is invisible. The condition's effect on DEX (Stealth) checks has been included in the above Stealth value."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_invisible-stalker/"},{"slug":"lizardfolk_shaman_bf","desc":"","name":"Lizardfolk Shaman","size":"medium","type":"Humanoid","subtype":"","group":"Lizardfolk","alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":57,"hit_dice":"","speed":{"walk":30,"climb":15,"swim":30},"strength":14,"dexterity":10,"constitution":12,"intelligence":10,"wisdom":20,"charisma":10,"strength_save":2,"dexterity_save":0,"constitution_save":1,"intelligence_save":0,"wisdom_save":5,"charisma_save":0,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"poison,poisoned","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common,Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The lizardfolk makes one Bite attack and one Ritual Staff attack, or it makes two Swamp Bolt attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."},{"name":"Ritual Staff","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 6 (1d8+2) bludgeoning damage plus 7 (2d6) poison damage."},{"name":"Swamp Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) poison damage, and the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."},{"name":"Spellcasting","desc":"The lizardfolk shaman casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _druidcraft_, _guidance_, _mending_<br>2/day each: _cure wounds_, _entangle_, _grease_<br>1/day: _ray of enfeeblement_"}],"bonus_actions":[{"name":"Poisoned Body (32 HP or Fewer)","desc":"The shaman coats itself in poison until the start of its next turn. It takes 3 (1d6) poison damage. In addition, the next time a creature hits the shaman with a melee attack while within 5 feet of the shaman before the start of the shaman's next turn, the attacker takes 7 (2d6) poison damage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell and Taste","desc":"The lizardfolk's Perception is 20 when perceiving by smell or taste."},{"name":"Hold Breath","desc":"The lizardfolk shaman can hold its breath for 15 minutes."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_lizardfolk-shaman/"},{"slug":"priest_bf","desc":"","name":"Priest","size":"medium","type":"Humanoid","subtype":"Any Lineage","group":"NPCs","alignment":"","armor_class":13,"armor_desc":"chain shirt","hit_points":57,"hit_dice":"","speed":{"walk":30},"strength":12,"dexterity":10,"constitution":12,"intelligence":12,"wisdom":20,"charisma":12,"strength_save":1,"dexterity_save":0,"constitution_save":1,"intelligence_save":1,"wisdom_save":5,"charisma_save":1,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Divine Blessing","damage_immunities":"","condition_immunities":"","senses":"-","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The priest makes two Mace or Divine Bolt attacks."},{"name":"Mace","desc":"_Melee Weapon Attack:_ +3 to hit, reach 5 ft., one target. _Hit:_ 4 (1d6+1) bludgeoning damage plus 7 (2d6) necrotic damage or radiant damage (the priest's choice)."},{"name":"Divine Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 10 (2d6+3) necrotic damage or radiant damage (the priest's choice)."},{"name":"Spellcasting","desc":"The priest casts one of the following spells, using WIS as the spellcasting ability (spell save DC 13).<br>At will: _guidance_, _light_, _thaumaturgy_<br>2/day each: _bane_, _bless_, _cure wounds_<br>1/day each: _dispel magic_, _restoration_"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Divine Blessing","desc":"The priest is resistant to necrotic damage or radiant damage, as appropriate for the priest's deity."},{"name":"Divine Weapons","desc":"The priest's weapons are shrouded in dark or golden flames, as appropriate for the priest's deity. When the priest hits with any weapon, the weapon deals an extra 2d6 necrotic damage or radiant damage (included in the attack), the priest's choice."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_priest/"},{"slug":"scorch_drake_bf","desc":"","name":"Scorch Drake","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":145,"hit_dice":"","speed":{"walk":40,"fly":60},"strength":16,"dexterity":12,"constitution":18,"intelligence":6,"wisdom":20,"charisma":8,"strength_save":3,"dexterity_save":1,"constitution_save":4,"intelligence_save":-2,"wisdom_save":5,"charisma_save":-1,"perception":15,"skills":{},"damage_vulnerabilities":"cold","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Draconic","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The scorch drake makes one Bite and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing and 3 (1d6) fire damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing and 3 (1d6) fire damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The scorch drake spits liquid fire in a 30-foot cone. Each creature in that area must make a DC 15 DEX save. On a failure, a creature takes 24 (7d6) fire damage and ignites. On a success, a creature takes half the damage and doesn't ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns. This fire ignites flammable objects in the line that aren't being worn or carried."}],"bonus_actions":[{"name":"Fan the Flames","desc":"The scorch drake flaps its wings in the direction of one ignited creature it can see within 15 feet of it. The flames coating the target flare up and generate excess smoke. The target must succeed on a DC 15 CON save or be blinded until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heat Shimmer","desc":"Creatures more than 30 feet from the scorch drake have disadvantage on WIS (Perception) checks to see the drake."},{"name":"Scalding Blood","desc":"A creature that hits the scorch drake with a melee attack while within 5 feet of the drake takes 3 (1d6) fire damage and must succeed on a DC 15 DEX save or ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_scorch-drake/"},{"slug":"spirit_naga_bf","desc":"","name":"Spirit Naga","size":"large","type":"Monstrosity","subtype":"","group":"Nagas","alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":166,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":22,"constitution":20,"intelligence":16,"wisdom":20,"charisma":22,"strength_save":4,"dexterity_save":6,"constitution_save":5,"intelligence_save":3,"wisdom_save":5,"charisma_save":6,"perception":15,"skills":{},"damage_vulnerabilities":"radiant","damage_resistances":"Monstrosity Resilience","damage_immunities":"necrotic,poison,charmed,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Celestial,Common,Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The spirit naga makes two Bite or Spit Poison attacks. If both attacks hit one creature, the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 5 (2d4) poison damage and 18 (4d8) necrotic damage."},{"name":"Spit Poison","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 10 (3d4+3) poison damage plus 18 (4d8) necrotic damage."},{"name":"Spellcasting","desc":"The spirit naga casts one of the following spells, requiring only verbal components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _command_, _mage hand_, _minor illusion_<br>3/day each: _augury_ (as an action), _charm_, _sleep_<br>2/day each: _bestow curse_, _hold_<br>1/day: _dominate_"}],"bonus_actions":[{"name":"Hidden Step","desc":"The spirit naga magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Guardian Projection","desc":"The spirit naga's skeletal form is covered with a magical illusion that makes it look like the guardian naga it was in life. The naga can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, a creature touching the spirit naga would feel its rough, dry scales and exposed bones instead of the smooth, cool scales of a guardian naga. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern the spirit naga's true appearance."},{"name":"Monstrosity Resilience","desc":"The naga is resistant to exhaustion and to the frightened condition."},{"name":"Necrotic Strikes","desc":"The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 4d8 necrotic damage (included in the attack)."},{"name":"Rejuvenation","desc":"If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_spirit-naga/"},{"slug":"virtuoso_lich_bf","desc":"","name":"Virtuoso Lich","size":"medium","type":"Undead","subtype":"","group":"Liches","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":185,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":24,"constitution":14,"intelligence":14,"wisdom":20,"charisma":28,"strength_save":0,"dexterity_save":7,"constitution_save":2,"intelligence_save":2,"wisdom_save":5,"charisma_save":9,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks","damage_immunities":"blinded,deafened,charmed,frightened,paralyzed,Undead Resilience","condition_immunities":"","senses":"truesight 60 ft.","languages":"Common plus up to two other languages","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The virtuoso lich uses Corrupted Art. It then makes three Artistic Flourish attacks. It can replace one attack with a use of Spellcasting."},{"name":"Artistic Flourish","desc":"_Melee or Ranged Spell Attack:_ +9 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 18 (3d8+5) damage of the type chosen with the Versatile Artist trait plus 9 (2d8) force damage."},{"name":"Call Muse","desc":"The lich chooses one Beast or Humanoid it can see within 30 feet of it to be its muse. The target must succeed on a DC 17 WIS save or become the lich's muse and be charmed by the lich for 1 minute. While charmed, the muse has a speed of 0 and is incapacitated as it watches or listens to the lich's artistic expression. The muse can repeat the save at the end of each of its turns, ending the effect on itself on a success. If a creature's save is successful or the effect ends for it, the creature is immune to the lich's Call Muse for the next 24 hours. If the muse suffers harm from the lich, it is no longer charmed. The lich can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the lich is within 30 feet of its muse and can see its muse, the lich has advantage on its first Artistic Flourish attack each round against a creature that isn't its muse."},{"name":"Corrupted Art","desc":"The lich hums a discordant melody, paints a crumbling symbol of death in the air, performs a reality-bending pirouette, or emulates some other expression of corrupted or twisted art and targets one creature it can see, other than itself, within 60 feet. This action's effects change, depending on if the target is Undead.\n- **Non-Undead.** The target must make a DC 17 WIS save. On a failure, a creature is blinded, charmed, or deafened (the lich's choice) until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.\n- **Undead.** The target regains 18 (4d8) HP. Healing that exceeds the target's HP maximum becomes temporary HP."},{"name":"Spellcasting","desc":"The lich casts one of the following spells, using CHA as the spellcasting ability (spell save DC 17).<br>At will: _disguise self_, _mage hand_, _message_, _prestidigitation_<br>3/day each: _charm_, _hideous laughter_, _hold_, _invisibility_ (self only)<br>2/day each: _dispel magic_, _fear_, _dimension door_<br>1/day each: _irresistible dance_, _programmed illusion_, _seeming_"}],"bonus_actions":[],"reactions":[],"legendary_desc":"The virtuoso lich can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Call Muse","desc":"The lich uses Call Muse."},{"name":"Move","desc":"The lich moves up to its speed without provoking opportunity attacks."},{"name":"Cast a Spell (Costs 2 Actions)","desc":"The lich uses Spellcasting."},{"name":"Unrestrained Art (Costs 3 Actions)","desc":"The lich unleashes the full force of its artistic talents. Each creature with 15 feet of the lich must make a DC 17 DEX save. On a failure, a creature takes 9 (2d8) damage of the type chosen with the Versatile Artist trait and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the lich fails a save, it can choose to succeed instead."},{"name":"Rejuvenation","desc":"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its HP and becoming active again. The new body appears within 5 feet of the phylactery."},{"name":"Turn Resistance","desc":"The lich has advantage on saves against any effect that turns undead."},{"name":"Undead Nature","desc":"The lich doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The lich is immune to poison damage, to exhaustion, and to the poisoned condition."},{"name":"Versatile Artist","desc":"At the end of each long rest, the lich chooses one form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. Until it finishes a long rest, the lich has immunity to one type of damage, which is associated with its artistic expression. For example, a lich expressing art through song or poetry has immunity to thunder damage, a lich expressing art through fashion has immunity to slashing damage, and a lich expressing art through paint has immunity to acid damage. This trait can't give the lich immunity to force, psychic, or radiant damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_virtuoso-lich/"},{"slug":"wyrdling_bf","desc":"","name":"Wyrdling","size":"medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":null,"hit_points":40,"hit_dice":"","speed":{"walk":30},"strength":10,"dexterity":14,"constitution":12,"intelligence":12,"wisdom":20,"charisma":14,"strength_save":0,"dexterity_save":2,"constitution_save":1,"intelligence_save":1,"wisdom_save":5,"charisma_save":2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"psychic,charmed,frightened","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Psychic Burst","desc":"_Melee or Ranged Spell Attack:_ +5 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 13 (3d6+3) psychic damage."}],"bonus_actions":[{"name":"Pronounce Fate","desc":"The wyrdling pronounces the fate, either fortune or doom (the wyrdling's choice), of one creature it can see within 30 feet of it. The target rolls a d4 and adds (fortune) or subtracts (doom) the number rolled to the next attack roll or save it makes before the start of the wyrdling's next turn."}],"reactions":[{"name":"Call on Fate","desc":"When the wyrdling is attacked by a creature it can see, it can pluck the strands of fate around the creature, imposing disadvantage on that attack roll. If the attack misses, the wyrdling or one friendly creature it can see within 30 feet of it has advantage on the next attack roll it makes against the attacker before the end of the wyrdling's next turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Intuition","desc":"The wyrdling rolls two dice for initiative, taking the higher number. In addition, the wyrdling has advantage on WIS (Insight) checks."},{"name":"Read Fate","desc":"The wyrdling can spend 1 minute communing with fate on behalf of one creature that remains within 10 feet of it for the duration. The creature must ask a single question concerning a specific goal, event, or activity to occur within 7 days. At the end of the minute, the wyrdling pronounces the result of the target's inquiry. This trait works like the divination spell, except it can't be used to answer a specific creature's question more than once every 3 days, regardless if the creature asks a different question."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_wyrdling/"},{"slug":"young_blue_dragon_bf","desc":"","name":"Young Blue Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":175,"hit_dice":"","speed":{"walk":40,"burrow":20,"fly":80},"strength":20,"dexterity":18,"constitution":26,"intelligence":14,"wisdom":20,"charisma":24,"strength_save":5,"dexterity_save":4,"constitution_save":8,"intelligence_save":2,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +9 to hit, reach 10 ft., one target. _Hit:_ 16 (2d10+5) piercing damage plus 5 (1d10) lightning damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 12 (2d6+5) slashing damage."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 DEX save, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charged Hide","desc":"When the blue dragon hasn't exhaled its Lightning Breath, the electric charge builds up across its body. While the dragon's Lightning Breath is available, it emits wild sparks of electricity, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 CON save or be incapacitated until the start of its next turn."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-blue-dragon/"},{"slug":"young_silver_dragon_bf","desc":"","name":"Young Silver Dragon","size":"large","type":"Dragon","subtype":"","group":"Dragons","alignment":"","armor_class":18,"armor_desc":"natural armor","hit_points":175,"hit_dice":"","speed":{"walk":40,"fly":80},"strength":22,"dexterity":18,"constitution":28,"intelligence":14,"wisdom":20,"charisma":24,"strength_save":6,"dexterity_save":4,"constitution_save":9,"intelligence_save":2,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120 ft., keensense 30 ft.","languages":"Common,Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks. It can replace its Bite attack with a use of Paralyzing Breath, if available."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 17 (2d10+6) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) slashing damage."},{"name":"Cold Breath (Recharge 5-6)","desc":"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 CON save, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Paralyzing Breath (Recharge 6)","desc":"As the **silver dragon wyrmling**, except it is a 30-foot cone, and the save DC is 17."}],"bonus_actions":[{"name":"Change Shape","desc":"The dragon magically transforms into a Beast or Humanoid that has a challenge rating no higher than its own, or back into its true form, which is Dragon. Any equipment it is wearing or carrying transforms with it or is borne by the new form (the dragon's choice). It reverts to its true form if it dies. In a new form, the dragon retains its HP, ability to speak, proficiencies, and INT, WIS, and CHA scores, as well as this bonus action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Freezing Fog","desc":"After the silver dragon uses its Cold Breath, freezing fog surrounds it. While the dragon's Cold Breath is unavailable, each creature that starts its turn within 10 feet of the dragon must succeed on a DC 17 CON save or be restrained until the start of its next turn."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_young-silver-dragon/"},{"slug":"chelicerae-tob1-2023","desc":"False","name":"Chelicerae","size":"Large","type":"Aberration","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":16,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d10 + 54","speed":{"walk":30},"strength":22,"dexterity":17,"constitution":17,"intelligence":18,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":15,"skills":{"Acrobatics":6,"Athletics":9,"Perception":5,"Stealth":6},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature grappled, the target is grappled (escape DC 15). A poisoned target is also unconscious while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage."},{"name":"Magical Discharge (Recharge Special)","desc":"The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a DC 15 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest."},{"name":"Spellcasting","desc":"The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save DC 15):\nAt will: mage hand, minor illusion\n1/day each: haste, hold person, invisibility, phantasmal killer"}],"bonus_actions":[{"name":"Nimble Moves","desc":"The chelicerae takes the Dash or Disengage action."},{"name":"Siphon Magic","desc":"The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a DC 15 Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The chelicerae has advantage on saving throws against spells and other magical effects."},{"name":"Spider Climb","desc":"The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":53,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_chelicerae/"},{"slug":"dragoneel-tob1-2023","desc":"False","name":"Dragon Eel","size":"Huge","type":"Dragon","subtype":"","group":"null","alignment":"Neutral","armor_class":18,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12 + 85","speed":{"walk":60},"strength":26,"dexterity":12,"constitution":20,"intelligence":14,"wisdom":13,"charisma":14,"strength_save":12,"dexterity_save":5,"constitution_save":null,"intelligence_save":6,"wisdom_save":5,"charisma_save":6,"perception":15,"skills":{"Acrobatics":5,"Athletics":12,"Insight":5,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"lightning","condition_immunities":"paralyzed, prone","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Draconic, Primordial","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The dragon eel makes one Bite attack and one Tail Slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target."},{"name":"Lightning Breath (Recharge 6)","desc":"The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Limited Amphibiousness","desc":"The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating."},{"name":"Shocking Hide","desc":"A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage."},{"name":"Storm Glide","desc":"During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed."}],"spell_list":[],"page_no":111,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_dragon-eel/"},{"slug":"fellforged-tob1-2023","desc":"False","name":"Fellforged","size":"Medium","type":"Construct","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":15,"armor_desc":"natural armor","hit_points":135,"hit_dice":"18d8 + 54","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":17,"intelligence":12,"wisdom":14,"charisma":15,"strength_save":5,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning","damage_immunities":"necrotic, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"the languages it knew in life","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The fellforged makes two Necrotic Slam attacks."},{"name":"Necrotic Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0."}],"bonus_actions":[{"name":"Burst Gears","desc":"The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a DC 14 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Construct Nature","desc":"The fellforged doesn't require air, food, drink, or sleep."},{"name":"Inhabiting Spirit","desc":"The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":170,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_fellforged/"},{"slug":"folkofleng-tob1-2023","desc":"False","name":"Folk of Leng","size":"Medium","type":"Humanoid","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":14,"armor_desc":"studded leather","hit_points":68,"hit_dice":"8d8 + 32","speed":{"walk":30},"strength":12,"dexterity":15,"constitution":18,"intelligence":14,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Arcana":4,"Deception":8,"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"cold","damage_immunities":"necrotic","condition_immunities":"frightened","senses":"passive Perception 15","languages":"all","challenge_rating":"2","cr":2.0,"actions":[{"name":"Scimitar","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 10 (3d6) psychic damage."},{"name":"Psychic Bolt","desc":"Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage."},{"name":"Hooked Spider Net","desc":"Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 10 (3d6) psychic damage, and the target is restrained. While restrained, the target takes 5 (1d10) poison damage at the start of each of its turns. Any creature, including the restrained target, can take an action to remove the net by succeeding on a DC 14 Strength check. If the check succeeds by 5 or more, the creature breaks the net instead, and the folk of Leng can't use the broken net again until it finishes a long rest."},{"name":"Spellcasting","desc":"The folk of Leng casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\nAt will: message, minor illusion\n3/day each: disguise self, suggestion"}],"bonus_actions":[{"name":"Etherealness","desc":"The folk of Leng enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Ethereal Sight","desc":"The folk of Leng can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."},{"name":"Leng Rejuvenation","desc":"If the folk of Leng dies on the Material Plane, it gains a new body in 1d10 days, regaining all its hp and becoming active again, unless it is killed with radiant damage wielded by a good-aligned creature or its remains are sprinkled with holy water within 24 hours of its death. The folk's new body appears in its family's crypt in Leng."},{"name":"Mortal Void Traveler","desc":"The folk of Leng doesn't require air or ambient pressure."},{"name":"Phrenic Weapons","desc":"The folk of Leng's weapon attacks are magical. When the folk hits with any weapon, the weapon deals an extra 3d6 psychic damage (included in the attack)."},{"name":"Regeneration","desc":"The folk of Leng regains 2 hp at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait doesn't function at the start of the folk's next turn. The folk of Leng dies only if it starts its turn with 0 hp and doesn't regenerate."}],"spell_list":[],"page_no":190,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_folk-of-leng/"},{"slug":"houndofthenight-tob1-2023","desc":"False","name":"Hound of the Night","size":"Large","type":"Monstrosity","subtype":"","group":"null","alignment":"Neutral","armor_class":15,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10 + 30","speed":{"walk":30},"strength":20,"dexterity":16,"constitution":14,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Intimidation":3,"Perception":5,"Stealth":6},"damage_vulnerabilities":"fire","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Elvish and Umbral but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hound of the night makes two Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) cold damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone."},{"name":"Frost Breath (Recharge 5-6)","desc":"The hound exhales frost in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one."},{"name":"Teleport (Recharge 4-6)","desc":"The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Scent","desc":"The hound of the night has advantage on Wisdom (Perception) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn't in the Border Ethereal for more than 1 minute or that the creature doesn't teleport more than 100 feet at a time."}],"spell_list":[],"page_no":235,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_hound-of-the-night/"},{"slug":"lunardevil-tob1-2023","desc":"False","name":"Lunar Devil","size":"Large","type":"Fiend","subtype":"","group":"null","alignment":"Lawful Evil","armor_class":16,"armor_desc":"natural armor","hit_points":94,"hit_dice":"9d10 + 45","speed":{"walk":60,"fly":40},"strength":21,"dexterity":21,"constitution":20,"intelligence":16,"wisdom":15,"charisma":18,"strength_save":8,"dexterity_save":8,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 15","languages":"Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) cold damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage."},{"name":"Hurl Moonlight","desc":"Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must succeed on a DC 15 Constitution saving throw or become blinded until the end of its next turn."},{"name":"Summon Devil (1/Day)","desc":"The lunar devil magically calls 1d4 giant owls that are Fiends with the lunar devil's damage resistances and immunities (but not its Light Incorporeality trait). The lunar devil has a 25 percent chance of calling one lunar devil instead. The called creatures arrive in 1d4 rounds, acting as allies of the devil and obeying its telepathic commands. The creatures remain for 1 hour, until the devil dies, or until the devil dismisses them as a bonus action."},{"name":"Spellcasting","desc":"The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):\nAt will: fly, major image\n3/day: greater invisibility\n1/day: wall of ice"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the lunar devil's darkvision."},{"name":"Light Incorporeality","desc":"The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions."},{"name":"Lightwalking","desc":"Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area."},{"name":"Magic Resistance","desc":"The lunar devil has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":98,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_lunar-devil/"},{"slug":"rubezahl-tob1-2023","desc":"False","name":"Rubezahl","size":"Medium","type":"Fiend","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"natural armor","hit_points":136,"hit_dice":"21d8 + 42","speed":{"walk":50},"strength":20,"dexterity":15,"constitution":14,"intelligence":11,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":15,"skills":{"Deception":8,"Perception":5,"Survival":5},"damage_vulnerabilities":"False","damage_resistances":"cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"lightning, thunder, poison","condition_immunities":"poisoned, stunned","senses":"blindsight 10 ft., darkvision 120 ft., passive Perception 15","languages":"Abyssal, Common, telepathy 120 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The rubezahl makes one Gore attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) lightning damage."},{"name":"Gore","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target creature must succeed on a DC 16 Strength saving throw or be knocked prone."},{"name":"Thunderstrike (Recharge 5-6)","desc":"The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 16 Dexterity saving throw. On a failure, the creature takes 36 (8d8) lightning damage and is stunned until the end of its next turn. On a success, the creature takes half the damage and isn't stunned."},{"name":"Spellcasting","desc":"The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: disguise self, fog cloud\n3/day each: gust of wind, sleet storm\n1/day: control weather (as an action)"}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Counting Compulsion","desc":"If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again."},{"name":"False Tongue","desc":"The rubezahl has advantage on Charisma (Deception) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth."},{"name":"Magic Resistance","desc":"The rubezahl has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":87,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_rubezahl/"},{"slug":"sandman-tob1-2023","desc":"False","name":"Sandman","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Chaotic Neutral","armor_class":14,"armor_desc":"","hit_points":82,"hit_dice":"11d8 + 33","speed":{"walk":40},"strength":11,"dexterity":19,"constitution":16,"intelligence":13,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":12,"skills":{},"damage_vulnerabilities":"False","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, poisoned, unconscious","senses":"truesight 60 ft., passive Perception 12","languages":"Common, Celestial, Umbral, telepathy 60 ft.","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage. Damage from this attack doesn't wake an unconscious creature, unless the unconscious creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is blinded until it finishes a long rest or until the curse is lifted by remove curse or similar magic."},{"name":"Encourage Dreams (Recharge 5-6)","desc":"The sandman encourages powerful dreams in the minds of up to three unconscious creatures it can see within 30 feet of it. Each target must make a DC 15 Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 (10d6) psychic damage, wakes from its sleep, and is frightened for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 (3d6) hp and can choose to remain unconscious or awaken. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Dreamer's Sand (Recharge 5-6)","desc":"The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The sandman has advantage on saving throws against spells and other magical effects."},{"name":"Stuff of Dreams","desc":"Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit."}],"spell_list":[],"page_no":313,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_sandman/"},{"slug":"shadowbeast-tob1-2023","desc":"False","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Chaotic Evil","armor_class":15,"armor_desc":"","hit_points":112,"hit_dice":"15d8 + 45","speed":{"walk":40},"strength":6,"dexterity":20,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":12,"skills":{"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) necrotic damage."},{"name":"Frightful Shadows (Recharge 5-6)","desc":"The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 42 (12d6) necrotic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Incorporeal Movement","desc":"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Magic Resistance","desc":"The shadow beast has advantage on saving throws against spells and other magical effects."},{"name":"Shadow Weapons","desc":"The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":324,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_shadow-beast/"},{"slug":"templedog-tob1-2023","desc":"False","name":"Temple Dog","size":"Medium","type":"Celestial","subtype":"","group":"null","alignment":"Any Good","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8 + 30","speed":{"walk":30},"strength":18,"dexterity":14,"constitution":15,"intelligence":8,"wisdom":14,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":3,"perception":15,"skills":{"Perception":5},"damage_vulnerabilities":"False","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Celestial and Common but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The temple dog makes two Bite attacks. If both attacks hit a Medium or smaller target, the temple dog sinks in its teeth, shaking its head violently, and the target must succeed on a DC 15 Strength saving throw or take 9 (2d8) slashing damage and be grappled (escape DC 15). Until this grapple ends, the target is restrained, and temple dog can't Bite another target."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) radiant damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Magic Resistance","desc":"The temple dog has advantage on saving throws against spells and other magical effects."},{"name":"Protector's Instincts","desc":"The temple dog has advantage on initiative rolls while in its temple or within 30 feet of a priest of its deity."},{"name":"Radiant Jaws","desc":"The temple dog's Bite attacks are magical. When it hits with a Bite attack, the Bite deals an extra 2d6 radiant damage (included in the attack)."},{"name":"Rushing Bite","desc":"If the temple dog moves at least 15 feet straight toward a target and then hits it with a Bite attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the temple dog. If the target is pushed, the temple dog can move up to 10 feet straight toward the target without provoking opportunity attacks."}],"spell_list":[],"page_no":359,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_temple-dog/"},{"slug":"vila-tob1-2023","desc":"False","name":"Vila","size":"Medium","type":"Fey","subtype":"","group":"null","alignment":"Lawful Neutral","armor_class":15,"armor_desc":"","hit_points":77,"hit_dice":"14d8 + 14","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":13,"intelligence":11,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":18,"skills":{"Animal Handling":8,"Insight":5,"Intimidation":6,"Perception":8,"Stealth":8},"damage_vulnerabilities":"False","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"False","condition_immunities":"False","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The vila can use its Song of the Forest. It then makes two Shortsword or Shortbow attacks."},{"name":"Shortsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage."},{"name":"Shortbow","desc":"Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) poison damage."},{"name":"Song of the Forest","desc":"The vila sings one of the following songs at up to three creatures it can see within 30 feet of it. Each target that can hear the song must succeed on a DC 14 Wisdom saving throw or suffer the song's effect."},{"name":"Denizens of the Wilds (1/Day)","desc":"The vila magically calls 1d4 wolves or 1 wampus cat. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The creatures remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Forest's Defender","desc":"Difficult terrain composed of nonmagical plants doesn't cost the vila extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, while in forested terrain, the vila has advantage on initiative rolls."},{"name":"Poisoned Weapons","desc":"The vila's weapons are coated with a magical poison harvest from the forest. When the vila hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack)."},{"name":"Speak with Beasts","desc":"The vila can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":386,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_vila/"},{"slug":"youngcavedragon-tob1-2023","desc":"False","name":"Young Cave Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":17,"armor_desc":"natural armor","hit_points":189,"hit_dice":"18d10 + 90","speed":{"walk":20,"fly":20,"burrow":40},"strength":23,"dexterity":12,"constitution":21,"intelligence":10,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":5,"constitution_save":9,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":19,"skills":{"Perception":9,"Stealth":5},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"poison","condition_immunities":"blinded, poisoned","senses":"blindsight 30 ft., tremorsense 90 ft., passive Perception 19","languages":"Common, Darakhul, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage."},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 42 (12d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[{"name":"Ruff Spikes","desc":"When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 17 Dexterity saving throw or take 4 (1d8) piercing damage and be prevented from entering that space."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Darkness Shroud","desc":"The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled."},{"name":"Magical Tunneler","desc":"The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake."},{"name":"Spiked Climb","desc":"The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction."}],"spell_list":[],"page_no":115,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-cave-dragon/"},{"slug":"youngseadragon-tob1-2023","desc":"False","name":"Young Sea Dragon","size":"Large","type":"Dragon","subtype":"","group":"null","alignment":"Neutral Evil","armor_class":18,"armor_desc":"natural armor","hit_points":190,"hit_dice":"20d10 + 80","speed":{"walk":50,"fly":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":15,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":19,"skills":{"Perception":9,"Stealth":4},"damage_vulnerabilities":"False","damage_resistances":"False","damage_immunities":"cold","condition_immunities":"False","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic, Primordial","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one Bite attack and two Fin attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) cold damage."},{"name":"Fin","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage."},{"name":"Tidal Breath (Recharge 5-6)","desc":"The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Siege Monster","desc":"The dragon deals double damage to objects and structures."}],"spell_list":[],"page_no":127,"environments":[],"img_main":"http://api.open5e.com/","document__slug":"tob-2023","document__title":"Tome of Beasts 2023","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/","v2_converted_path":"/v2/creatures/tob-2023_young-sea-dragon/"},{"slug":"ankou-soul-seeker","desc":"","name":"Ankou Soul Seeker","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":171,"hit_dice":"18d10+72","speed":{"fly":80,"walk":40},"strength":17,"dexterity":10,"constitution":19,"intelligence":13,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":8,"skills":{"perception":8,"persuasion":6,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"truesight 60 ft., passive Perception 18","languages":"all","challenge_rating":"8","cr":8.0,"actions":[{"desc":"The ankou makes three attacks: one with its bite and two with its claws.","name":"Multiattack"},{"attack_bonus":6,"damage_dice":"2d10+3","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) cold damage.","name":"Bite"},{"attack_bonus":6,"damage_dice":"2d6+3","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","name":"Claw"},{"desc":"The ankou exhales cold fire in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.","name":"Reaper's Breath (Recharge 5-6)"},{"desc":"The ankou magically polymorphs into any beast, humanoid, or undead creature it has seen before that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the ankou's choice). Its statistics, other than its size, are the same in each form and it doesn't gain any class features or legendary actions of the new form.","name":"Change Shape"},{"desc":"The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.","name":"Usher of Souls"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When an undead creature starts its turn within 30 feet of the ankou, the undead must make a DC 15 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.","name":"Aura of Necromancy's Bane"},{"desc":"As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.","name":"Cloak of Shadows"},{"desc":"The ankou has the celestial type in addition to the dragon type.","name":"Death Ascended"}],"spell_list":[],"page_no":38,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ankou-soul-seeker/"},{"slug":"bearfolk-chieftain","desc":"","name":"Bearfolk Chieftain","size":"Medium","type":"Humanoid","subtype":"bearfolk","group":null,"alignment":"chaotic good","armor_class":17,"armor_desc":"chain shirt, shield","hit_points":130,"hit_dice":"20d8+40","speed":{"walk":40},"strength":21,"dexterity":14,"constitution":16,"intelligence":9,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"athletics":11,"insight":5,"intimidation":7,"persuasion":4,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The bearfolk makes two attacks with its battleaxe and one with its bite.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.","name":"Battleaxe"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","name":"Bite"},{"desc":"For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.","name":"Leadership (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).","name":"Brute"},{"desc":"As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.","name":"Frenzy (1/rest)"},{"desc":"The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.","name":"Keen Smell"},{"desc":"If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.","name":"Savage Charge"}],"spell_list":[],"page_no":51,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_bearfolk-chieftain/"},{"slug":"cacus-giant","desc":"","name":"Cacus Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":138,"hit_dice":"12d12+60","speed":{"walk":40},"strength":21,"dexterity":11,"constitution":20,"intelligence":7,"wisdom":14,"charisma":10,"strength_save":8,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"passive Perception 15","languages":"Giant","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The cacus giant makes two greatclub attacks.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","name":"Greatclub"},{"attack_bonus":8,"damage_dice":"4d10+5","desc":"Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.","name":"Rock"},{"desc":"The cacus giant exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"When the cacus giant dies, it exhales a final breath of divine essence in a gout of intense fire. Each creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","name":"Final Breath"}],"spell_list":[],"page_no":181,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cacus-giant/"},{"slug":"cave-giant","desc":"","name":"Cave Giant","size":"Huge","type":"Giant","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":200,"hit_dice":"16d12+96","speed":{"walk":40},"strength":27,"dexterity":10,"constitution":22,"intelligence":8,"wisdom":13,"charisma":6,"strength_save":null,"dexterity_save":4,"constitution_save":10,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":12,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"Giant","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The giant makes three attacks: two with its handaxe and one with its tusks.","name":"Multiattack"},{"attack_bonus":12,"damage_dice":"3d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) slashing damage.","name":"Handaxe"},{"attack_bonus":12,"damage_dice":"4d6+8","desc":"Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and if the target is a Large or smaller creature it must succeed on a DC 20 Strength saving throw or be knocked prone.","name":"Tusks"},{"attack_bonus":12,"damage_dice":"4d10+8","desc":"Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","name":"Rock"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the giant starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.","name":"Sunlight Petrification"}],"spell_list":[],"page_no":182,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_cave-giant/"},{"slug":"centaur-chieftain","desc":"","name":"Centaur Chieftain","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"chain shirt, shield","hit_points":110,"hit_dice":"17d8+34","speed":{"walk":50},"strength":19,"dexterity":12,"constitution":14,"intelligence":9,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":7,"perception":5,"survival":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 15","languages":"Centaur, Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The centaur chieftain makes two attacks: one with its pike and one with its hooves or two with its longbow.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"1d10+4","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","name":"Pike"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","name":"Hooves"},{"attack_bonus":4,"damage_dice":"1d8+1","desc":"Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","name":"Longbow"},{"desc":"For 1 minute, the centaur chieftain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the centaur chieftain. A creature can benefit from only one","name":"Leadership (Recharges after a Short or Long Rest)"},{"desc":"This effect ends if the centaur chieftain is incapacitated.","name":"Leadership die at a time"},{"desc":"The centaur chieftain rears back on its hind legs and makes a powerful stomp with its hooves. Each creature within 15 feet of the chieftain must make a DC 15 Dexterity saving throw, taking 28 (8d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The attack leaves the centaur chieftain vulnerable, reducing its\nArmor Class by 2 until the start of its next turn.","name":"Rearing Strike (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 14 (4d6) piercing damage.","name":"Charge"}],"spell_list":[],"page_no":60,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_centaur-chieftain/"},{"slug":"ghost-dwarf","desc":"","name":"Ghost Dwarf","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"natural armor","hit_points":81,"hit_dice":"18d8","speed":{"fly":40,"hover":true,"walk":30},"strength":4,"dexterity":14,"constitution":10,"intelligence":10,"wisdom":14,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 12","languages":"any languages it knew in life","challenge_rating":"6","cr":6.0,"actions":[{"desc":"The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack.","name":"Multiattack"},{"attack_bonus":5,"damage_dice":"1d6+2","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown.","name":"Ghostly Axe"},{"attack_bonus":5,"damage_dice":"4d8","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","name":"Hand of the Grave"},{"desc":"The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Prayers Unanswered (Recharge 5-6)"},{"desc":"The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Ghoul, Darakhul Though all darakhul acknowledge dark gods, the priestess holds a closer link than most-always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast.","name":"Etherealness"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead.","name":"Aura of Defiance"},{"desc":"The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.","name":"Ethereal Sight"},{"desc":"The ghost dwarf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.","name":"Incorporeal Movement"},{"desc":"While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ghost-dwarf/"},{"slug":"junk-shaman","desc":"","name":"Junk Shaman","size":"Small","type":"Humanoid","subtype":"kobold","group":null,"alignment":"lawful neutral","armor_class":12,"armor_desc":"15 with junk armor","hit_points":42,"hit_dice":"12d6","speed":{"walk":30},"strength":6,"dexterity":14,"constitution":11,"intelligence":11,"wisdom":17,"charisma":9,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Draconic","challenge_rating":"2","cr":2.0,"actions":[{"desc":"The kobold junk shaman makes two junk staff attacks.","name":"Multiattack"},{"attack_bonus":4,"damage_dice":"1d4+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) fire damage.","name":"Junk Staff"},{"attack_bonus":5,"damage_dice":"2d6","desc":"Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.","name":"Flame Jet"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kobold casts animate objects without any components. Wisdom is its spellcasting ability.","name":"Animate Objects (1/Day)"},{"desc":"As a bonus action, the kobold can create magical armor out of scrap metal and bits of junk it touches. The armor provides AC 13 + Dexterity modifier, and a critical hit scored against the kobold becomes a normal hit instead. The armor lasts until the kobold uses a bonus action to end it, the armor is removed from the kobold, or the kobold dies.","name":"Junk Armor"},{"desc":"The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.","name":"Sunlight Sensitivity"}],"spell_list":[],"page_no":238,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_junk-shaman/"},{"slug":"kinnara","desc":"","name":"Kinnara","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful good","armor_class":14,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d8+20","speed":{"fly":50,"walk":30},"strength":12,"dexterity":15,"constitution":14,"intelligence":13,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":null,"skills":{"insight":5,"performance":8},"damage_vulnerabilities":"","damage_resistances":"radiant; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened","senses":"darkvision 60 ft., passive Perception 13","languages":"all, telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortsword"},{"attack_bonus":4,"damage_dice":"1d6+2","desc":"Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) radiant damage.","name":"Shortbow"},{"desc":"The kinnara plays a series of jarring notes on its musical instrument. Each non-celestial creature within 60 feet who can hear the sound must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage but isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","name":"Discordant Refrain (Recharge 5-6)"}],"bonus_actions":null,"reactions":[{"desc":"When the kinnara's partner is hit with a melee or ranged attack, the kinnara can teleport to an unoccupied space within 5 feet of its partner. The damage caused by the attack is divided evenly between the two kinnara.","name":"Share the Pain"}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The kinnara's weapon attacks are magical. When the kinnara hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).","name":"Angelic Weapons"},{"desc":"The kinnara shares a powerful bond with its partner and can't be turned against its partner by magical or non-magical means.","name":"Eternal Lovers"},{"desc":"The kinnara's spellcasting ability is Charisma (spell save DC 14). The kinnara can innately cast the following spells, requiring no material components:\nAt will: detect good and evil, guidance, light, spare the dying\n3/day each: charm person, sleep, healing word\n1/day each: calm emotions, enthrall, hold person","name":"Innate Spellcasting"}],"spell_list":[],"page_no":17,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_kinnara/"},{"slug":"ouroban","desc":"","name":"Ouroban","size":"Medium","type":"Humanoid","subtype":"dragonborn","group":null,"alignment":"neutral evil","armor_class":18,"armor_desc":"plate","hit_points":209,"hit_dice":"38d8+38","speed":{"walk":30},"strength":18,"dexterity":10,"constitution":13,"intelligence":12,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":8,"perception":null,"skills":{"athletics":8,"intimidation":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"poisoned","senses":"passive Perception 11","languages":"Common, Draconic","challenge_rating":"11","cr":11.0,"actions":[{"desc":"The ouroban makes three attacks with its greatsword.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.","name":"Greatsword"},{"attack_bonus":5,"damage_dice":"1d10+4","desc":"Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","name":"Heavy Crossbow"},{"desc":"The ouroban exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.","name":"Fire Breath (Recharge after a Short or Long Rest)"},{"desc":"The ouroban summons green flames under up to five creatures within 30 feet of it. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.\n\nThe ouroban has advantage on attack rolls and ability checks against a creature poisoned by its Abyssal Fires.","name":"Abyssal Fires (Recharges after a Short or Long Rest)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the ouroban imbues its greatsword with dark power. All of its greatsword attacks do an additional 10 (3d6) necrotic damage per hit until the start of its next turn.","name":"Devastate (Recharge 5-6)"},{"desc":"Whenever the ouroban is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.","name":"Fire Absorption"},{"desc":"The ouroban is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following paladin spells prepared:\n1st level (4 slots): command, cure wounds, detect evil and good, detect magic, divine favor (fire damage instead of radiant)\n2nd level (3 slots): branding smite, lesser restoration, zone of truth\n3rd level (3 slots): dispel magic, elemental weapon\n4th level (1 slot): banishment","name":"Spellcasting"}],"spell_list":[],"page_no":293,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ouroban/"},{"slug":"ratatosk-warlord","desc":"","name":"Ratatosk Warlord","size":"Small","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":16,"armor_desc":"breastplate","hit_points":77,"hit_dice":"14d6+28","speed":{"climb":25,"walk":25},"strength":7,"dexterity":18,"constitution":14,"intelligence":12,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":null,"skills":{"acrobatics":7,"intimidation":4},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The ratatosk warlord makes two attacks: one with its gore and one with its ratatosk shortspear.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","name":"Ratatosk Shortspear"},{"attack_bonus":7,"damage_dice":"1d4+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 14 (4d6) psychic damage.","name":"Gore"},{"desc":"Each non-ratatosk creature within 30 feet that can hear the warlord must succeed on a DC 15 Charisma saving throw or have disadvantage on all attack rolls until the start of the warlord's next turn.","name":"Chatter of War (Recharges 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"As a bonus action, the ratatosk warlord commands one ratatosk within 30 feet of it to make one melee attack as a reaction.","name":"I'm Bigger That's Why"},{"desc":"The ratatosk warlord can take the Dash or Disengage action as a bonus action on each of its turns.","name":"Warlord Skitter"}],"spell_list":[],"page_no":314,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_ratatosk-warlord/"},{"slug":"shantak","desc":"","name":"Shantak","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"fly":60,"walk":10},"strength":18,"dexterity":12,"constitution":18,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"understands Common and Void Speech, but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"desc":"The shantak makes two attacks: one with its bite and one with its talons.","name":"Multiattack"},{"attack_bonus":7,"damage_dice":"2d6+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 5 (1d10) necrotic damage.","name":"Bite"},{"attack_bonus":7,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d10) necrotic damage.","name":"Talons"},{"desc":"The shantak emits a horrific screech. Each non-shantak creature within 60 feet of it that can hear it must succeed on a DC 15 Constitution saving throw or be frightened until the end of the shantak's next turn. The shantak can choose to include or exclude its rider when using this action.","name":"Insane Tittering (Recharge 4-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"Magical darkness doesn't impede the shantak's darkvision.","name":"Eldritch Sight"},{"desc":"The shantak doesn't provoke an opportunity attack when it flies out of an enemy's reach.","name":"Flyby"},{"desc":"The shantak has advantage on Wisdom (Perception) checks that rely on sight or smell.","name":"Keen Sight and Smell"},{"desc":"The shantak has advantage on saving throws against spells and other magical effects.","name":"Magic Resistance"},{"desc":"The shantak has advantage on attack rolls against a creature if at least one of the shantak's allies is within 5 feet of the creature and the ally isn't incapacitated.","name":"Pack Tactics"},{"desc":"A shantak's hide is very slippery. A rider can dismount a shantak without any penalty to movement speed. If an effect moves the shantak against its will while a creature is on it, the creature must succeed on a DC 15 Dexterity saving throw or fall off the shantak, landing prone in a space within 5 feet of it. If a rider is knocked prone or unconscious while mounted, it must make the same saving throw. In addition, the shantak can attempt to shake off a rider as a bonus action, forcing the rider to make the saving throw to stay mounted.","name":"Unctuous Hide"}],"spell_list":[],"page_no":328,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_shantak/"},{"slug":"vampire-patrician","desc":"","name":"Vampire Patrician","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":13,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":9,"perception":5,"skills":{"deception":9,"intimidation":9,"perception":5,"persuasion":9},"damage_vulnerabilities":"","damage_resistances":"necrotic; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 15","languages":"the languages it knew in life","challenge_rating":"10","cr":10.0,"actions":[{"desc":"The vampire patrician can use its Bone-Chilling Gaze. It then makes two attacks, only one of which can be a bite attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d8+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.","name":"Rapier"},{"attack_bonus":8,"damage_dice":"1d6+4","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire patrician, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the patrician regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire patrician's control.","name":"Bite"},{"desc":"The vampire patrician targets one humanoid it can see within 30 feet. If the target can see the patrician, the target must succeed on a DC 17 Charisma saving throw or become paralyzed with fear until the end of its next turn.","name":"Bone-Chilling Gaze"},{"desc":"The vampire patrician calls 4d6 hunting hounds (use mastiff statistics) to its side. While outdoors, the vampire patrician can call 4d6 hunting raptors (use blood hawk statistics) instead. These creatures arrive in 1d4 rounds, helping the patrician and obeying its spoken commands. The beasts remain for 1 hour, until the patrician dies, or until the patrician dismisses them as a bonus action.","name":"Release the Hounds! (1/Day)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"A melee weapon deals one extra die of its damage and an extra 3 (1d6) necrotic damage when the vampire patrician hits with it (included in the attack).","name":"Cruel Combatant"},{"desc":"When it drops to 0 hp outside its resting place, the vampire patrician transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hp in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. \n\nWhile in mist form it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n\nOnce in its resting place, it reverts to vampire form. It is then paralyzed until it regains at least 1 hp. After spending 1 hour in its resting place with 0 hp, it regains 1 hp.","name":"Misty Escape"},{"desc":"The vampire patrician can ignore the effects of sunlight for up to 1 minute.","name":"Noble Resilience (Recharges after a Long Rest)"},{"desc":"The patrician regains 15 hp at the start of its turn if it has at least 1 hp and isn't in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn't function at the start of its next turn.","name":"Regeneration"},{"desc":"The vampire patrician can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","name":"Spider Climb"},{"desc":"The vampire patrician has the following flaws:\nForbiddance. The patrician can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The patrician takes 20 acid damage if it ends its turn in running water.\nStake to the Heart. If a piercing weapon made of wood is driven into the patrician's heart while the patrician is incapacitated in its resting place, the patrician is paralyzed until the stake is removed.\nSunlight Hypersensitivity. The patrician takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.","name":"Vampire Weaknesses"}],"spell_list":[],"page_no":365,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_vampire-patrician/"},{"slug":"war-wyvern","desc":"","name":"War Wyvern","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"scale mail","hit_points":119,"hit_dice":"14d10+42","speed":{"fly":80,"walk":20},"strength":20,"dexterity":12,"constitution":16,"intelligence":6,"wisdom":14,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":null,"perception":5,"skills":{"athletics":8,"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common and Draconic, but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"desc":"The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.","name":"Multiattack"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) poison damage.","name":"Bite"},{"attack_bonus":8,"damage_dice":"3d8+5","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the wyvern can't use its claw on another target.","name":"Claws"},{"attack_bonus":8,"damage_dice":"2d6+5","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Stinger"},{"desc":"The wyvern spits venom at a target within 60 feet. The target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","name":"Spit Venom (Recharge 5-6)"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"desc":"The wyvern deals double damage to objects and structures.","name":"Siege Monster"}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"cc","document__title":"Creature Codex","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/","v2_converted_path":"/v2/creatures/ccdx_war-wyvern/"}]}