{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=armor_desc&page=13","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=armor_desc&page=11","results":[{"slug":"ostinato","desc":"_A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air._  \n**Born from Drama.** Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals.  \n**Song Searchers.** Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible.","name":"Ostinato","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":15,"armor_desc":"","hit_points":39,"hit_dice":"6d8+12","speed":{"fly":50,"hover":true},"strength":1,"dexterity":20,"constitution":15,"intelligence":5,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"thunder","damage_resistances":"acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"telepathy 200 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ostinato makes two cacophony ray attacks."},{"name":"Cacophony Ray","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.","attack_bonus":7,"damage_dice":"3d6"},{"name":"Aural Symbiosis (1/Day)","desc":"One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends."},{"name":"Voracious Aura (1/Day)","desc":"While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The ostinato 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":"Invisibility","desc":"The ostinato is invisible as per a greater invisibility spell."},{"name":"Magic Resistance","desc":"The ostinato has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":312,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ostinato/"},{"slug":"owl-harpy","desc":"_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._  \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles.  \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them.  \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.","name":"Owl Harpy","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":112,"hit_dice":"15d8+45","speed":{"walk":20,"fly":80,"hover":true},"strength":12,"dexterity":17,"constitution":16,"intelligence":11,"wisdom":14,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":7,"stealth":6},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft., passive Perception 12","languages":"Common, Abyssal, Giant","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The owl harpy makes two claw attacks and two talon attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d4"},{"name":"Talons","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","attack_bonus":6,"damage_dice":"2d6"},{"name":"Hovering Darkness","desc":"An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning."},{"name":"Luring Song","desc":"The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Quiet Flight","desc":"The owl harpy gains an additional +3 to Stealth (+9 in total) while flying."},{"name":"Dissonance","desc":"The owl harpy can't use its blindsight while deafened."},{"name":"Innate Spellcasting","desc":"the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness"}],"spell_list":[],"page_no":246,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_owl-harpy/"},{"slug":"paper-drake","desc":"_With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth._  \n**Book and Map Erasers.** These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history.  \nPaper drakes are a bane to historians and spellcasters because they can erase ink and pigments, and they often do so at random simply for aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase one selectively to make beautiful patterns in the remaining ink.  \n**Correcting Errors.** Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn’t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text.  \n**Tattoo Magicians.** Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to “stamp” text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person’s mind, much as they erase text from a page.  \nIn their regular form, paper drakes reach just over four feet in length and weight around 30 lb. They are usually white or tan, but develop a brown or yellow tone as they age.","name":"Paper Drake","size":"Small","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":78,"hit_dice":"12d6+36","speed":{"walk":40,"fly":100},"strength":7,"dexterity":17,"constitution":16,"intelligence":10,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"paralysis, unconscious","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The drake makes one bite attack, one claw attack, and one tail attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"3d6"},{"name":"Tail (Recharge 5-6)","desc":"Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.","attack_bonus":6,"damage_dice":"5d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shelve","desc":"A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form."},{"name":"Refold (Recharge 5-6)","desc":"A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats."}],"spell_list":[],"page_no":154,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_paper-drake/"},{"slug":"prismatic-beetle-swarm","desc":"_A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow._  \n_**Flesh-Eating Beauties.**_ The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items.  \n_**Hypno-Paralytic.**_ When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight.  \n_**Predator Partners.**_ Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey.","name":"Prismatic Beetle Swarm","size":"Medium","type":"Beast","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":20,"burrow":5,"fly":30},"strength":3,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":13,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"blindsight 10 ft., darkvision 30 ft., passive Perception 13","languages":"-","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bites","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.","attack_bonus":5,"damage_dice":"4d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."},{"name":"Glittering Carapace","desc":"The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness."}],"spell_list":[],"page_no":375,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_prismatic-beetle-swarm/"},{"slug":"ratatosk","desc":"_Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light._  \n**Sleek-furred Celestials.** The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks.  \n**Planar Messengers.** Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages.  \n**Maddening Gossips.** Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows.","name":"Ratatosk","size":"Tiny","type":"Celestial","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":42,"hit_dice":"12d4+12","speed":{"walk":20,"climb":20},"strength":4,"dexterity":18,"constitution":12,"intelligence":17,"wisdom":10,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"deception":6,"persuasion":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 10","languages":"Celestial, Common; telepathy 100 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Gore","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.","attack_bonus":6,"damage_dice":"4d6"},{"name":"Divisive Chatter (recharge 5-6)","desc":"Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Desperate Lies","desc":"A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:\n\nat will: animal messenger, message, vicious mockery\n\n1/day each: commune, mirror image\n\n3/day each: sending, suggestion"},{"name":"Skitter","desc":"The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns."}],"spell_list":[],"page_no":319,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ratatosk/"},{"slug":"red-banded-line-spider","desc":"_These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests._  \n**Hand-Sized Hunters.** These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs.  \n**Webbed Line.** Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws.  \n**City Dwellers.** Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners.","name":"Red-Banded Line Spider","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":2,"hit_dice":"1d4","speed":{"walk":30,"climb":30},"strength":4,"dexterity":16,"constitution":10,"intelligence":1,"wisdom":10,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"psychic","condition_immunities":"charmed, frightened","senses":"darkvision 60 ft., passive Perception 12","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Swingline","desc":"Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.","attack_bonus":5,"damage_dice":"0"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check."},{"name":"Web Walker","desc":"The spider ignores movement restrictions caused by webbing."}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_red-banded-line-spider/"},{"slug":"rotting-wind","desc":"_A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path._  \n**Air of Tombs.** A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli.  \n**Scouts for Undead Armies.** A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations.  \n**Withering Crops.** Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes.  \n**Undead Nature.** A rotting wind doesn’t require air, food, drink, or sleep.","name":"Rotting Wind","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"11d10+22","speed":{"hover":true,"walk":0,"fly":60},"strength":14,"dexterity":20,"constitution":15,"intelligence":7,"wisdom":12,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"blindsight 60 ft. (blind beyond this), passive Perception 10","languages":"-","challenge_rating":"6","cr":6.0,"actions":[{"name":"Wind of Decay","desc":"Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.","attack_bonus":8,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Befouling Presence","desc":"All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable."},{"name":"Invisibility","desc":"The rotting wind is invisible as per a greater invisibility spell."}],"spell_list":[],"page_no":330,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rotting-wind/"},{"slug":"rum-gremlin","desc":"","name":"Rum Gremlin","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"5d4+10","speed":{"walk":20,"climb":10,"swim":10},"strength":10,"dexterity":16,"constitution":14,"intelligence":12,"wisdom":9,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"Common","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The goblin makes one claw attack and one bite attack."},{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6"},{"name":"Aura of Drunkenness","desc":"A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:\n\nat will: prestidigitation\n\n3/day: hex"},{"name":"Magic Resistance","desc":"The gremlin has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":239,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_rum-gremlin/"},{"slug":"sandman","desc":"_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._  \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares.  \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil.  \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.","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":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"","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, Giant, Infernal, Umbral","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sandman makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eye-Closer's Curse","desc":"If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic."},{"name":"Innate Spellcasting","desc":"the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)"},{"name":"Stuff of Dreams","desc":"Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage."},{"name":"Surprise Attack","desc":"If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack."}],"spell_list":[],"page_no":333,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sandman/"},{"slug":"sarcophagus-slime","desc":"_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._  \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness.  \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt.  \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution.  \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.","name":"Sarcophagus Slime","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":11,"armor_desc":"","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":20},"strength":14,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":4,"perception":null,"skills":{"stealth":4},"damage_vulnerabilities":"","damage_resistances":"acid, necrotic","damage_immunities":"poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands the languages of its creator but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Frightful Presence","desc":"Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours."},{"name":"Corrupting Gaze","desc":"The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing."}],"spell_list":[],"page_no":336,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sarcophagus-slime/"},{"slug":"shadow-beast","desc":"_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":18,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","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: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Shadow Push (Recharge 5-6)","desc":"The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow beast can move through a space as narrow as 1 inch wide without squeezing."},{"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":"Innate Spellcasting","desc":"the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"},{"name":"Magic Resistance","desc":"The beast has advantage on saving throws against spells and other magical effects."},{"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":345,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-beast/"},{"slug":"slow-storm","desc":"_Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills._  \n**Chaos Aging.** Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain.  \n**Surrounded by Wind.** A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm.  \n**Static Generator.** A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack.  \n**Elemental Nature.** A slow storm doesn’t require air, food, drink, or sleep.","name":"Slow Storm","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":19,"armor_desc":"","hit_points":225,"hit_dice":"18d12+108","speed":{"hover":true,"walk":0,"fly":60},"strength":20,"dexterity":19,"constitution":22,"intelligence":11,"wisdom":16,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":11,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire","damage_immunities":"lightning","condition_immunities":"prone","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 13","languages":"Common, Primordial","challenge_rating":"15","cr":15.0,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.","attack_bonus":10,"damage_dice":"4d12"},{"name":"Static Shock (Recharge 5-6)","desc":"The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bone Wrack","desc":"When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity."},{"name":"Innate Spellcasting","desc":"the slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:\n\nat will: lightning bolt\n\n3/day: chain lightning"},{"name":"Storm Form","desc":"A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind."}],"spell_list":[],"page_no":353,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_slow-storm/"},{"slug":"sluagh-swarm","desc":"_Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature._  \n**Cowards Alone.** These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey.  \n**Chilling Touch.** Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear.  \nSwarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children.  \n**Legless Flocks.** Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds.","name":"Sluagh Swarm","size":"Medium","type":"Fey","subtype":"Swarm","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":54,"hit_dice":"12d8","speed":{"walk":30,"fly":50},"strength":6,"dexterity":16,"constitution":11,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"fire","damage_resistances":"cold; bludgeoning, piercing, and slashing","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed, petrified, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Chilling Touch","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.","attack_bonus":5,"damage_dice":"8d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage","desc":"They travel in swarms for a reason."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points."},{"name":"Shadowy Stealth","desc":"While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action."},{"name":"Sunlight Weakness","desc":"While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws."}],"spell_list":[],"page_no":376,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_sluagh-swarm/"},{"slug":"soul-eater","desc":"_Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms._  \n**Called from the Abyss.** Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them.  \n**Devour Essences.** Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit.  \n**Hatred of the Sun God.** They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion.","name":"Soul Eater","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"","hit_points":104,"hit_dice":"16d8+32","speed":{"walk":30,"fly":100},"strength":13,"dexterity":22,"constitution":14,"intelligence":12,"wisdom":11,"charisma":11,"strength_save":null,"dexterity_save":9,"constitution_save":5,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":3,"skills":{"intimidation":3,"perception":3,"stealth":9},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"paralyzed, poisoned, stunned, unconscious","senses":"darkvision 60 ft., passive Perception 13","languages":"Infernal","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The soul eater makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Soul Drain","desc":"If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caster Link","desc":"When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer."},{"name":"Find Target","desc":"When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_soul-eater/"},{"slug":"spectral-guardian","desc":"_A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm._  \n**Worn Finery.** Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away.  \n**Eternal Disgrace.** The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul.  \nAfter the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt.  \n**Undead Nature.** A spectral guardian doesn’t require air, food, drink, or sleep.","name":"Spectral Guardian","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":110,"hit_dice":"13d8+52","speed":{"hover":true,"walk":0,"fly":60},"strength":6,"dexterity":18,"constitution":18,"intelligence":11,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 13","languages":"understands the languages it knew in life but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The spectral guardian makes two spectral rend attacks."},{"name":"Spectral Rend","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.","attack_bonus":7,"damage_dice":"2d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The spectral guardian 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":"Tomb Bound","desc":"The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect."},{"name":"Withering Miasma","desc":"A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest."},{"name":"Variant: Arcane Guardian","desc":"some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:\n\ncantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost\n\n1st level (4 slots): mage armor, ray of sickness\n\n2nd level (3 slots): darkness, scorching ray\n\n3rd level (3 slots): fear, slow, stinking cloud\n\n4th level (3 slots): blight, ice storm\n\n5th level (1 slot): cone of cold"}],"spell_list":[],"page_no":358,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_spectral-guardian/"},{"slug":"stryx","desc":"_Stryx are the result of mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don’t speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes._  \n**Strange Alchemy.** The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans.  \n**The Shadow’s Eyes.** Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator.","name":"Stryx","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"","hit_points":10,"hit_dice":"4d4","speed":{"walk":10,"fly":60},"strength":3,"dexterity":17,"constitution":11,"intelligence":8,"wisdom":15,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft., passive Perception 14","languages":"Common, Elvish","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Talons","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","attack_bonus":5,"damage_dice":"1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False Appearance","desc":"Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl."},{"name":"Flyby","desc":"The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Innate Spellcasting","desc":"the stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:\n\n3/day: comprehend languages"},{"name":"Keen Hearing and Sight","desc":"The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight."}],"spell_list":[],"page_no":369,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_stryx/"},{"slug":"suturefly","desc":"_These darting creatures resemble dragonflies, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along their bodies._  \n**Sew Mouths Shut.** Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender’s mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets.  \nAdventurers see a suturefly’s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious children whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization.  \n**Seek Out Curses.** Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black‑banded sutureflies, for instance, detect curses and religious blasphemies.  \nWhen attacking, sutureflies dart from hiding to gain surprise. Once they sew someone’s mouth closed, they target the same victim’s nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents’ mouths, eyes and noses closed or until they’re destroyed.","name":"Suturefly","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"","hit_points":7,"hit_dice":"3d4","speed":{"hover":true,"walk":10,"fly":40},"strength":1,"dexterity":19,"constitution":10,"intelligence":1,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Sew","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.","attack_bonus":6,"damage_dice":"1"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Camouflage","desc":"A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks."},{"name":"Detect Blasphemy","desc":"The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw."}],"spell_list":[],"page_no":372,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_suturefly/"},{"slug":"swamp-adder","desc":"_A vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body, the swamp adder is a stout, somewhat lethargic hunter._  \n_**Marsh Hunter.**_ This venomous snake—sometimes known as the “speckled band”—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings.  \n_**Bred for Venom.**_ The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, though it may grow up to 12 feet long and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more on the black market.","name":"Swamp Adder","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":30},"strength":4,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 10 ft., passive Perception 10","languages":"-","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","attack_bonus":5,"damage_dice":"1d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain."}],"spell_list":[],"page_no":354,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_swamp-adder/"},{"slug":"thuellai","desc":"_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._  \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims.  \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature.  \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness.  \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.","name":"Thuellai","size":"Huge","type":"Elemental","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"","hit_points":149,"hit_dice":"13d12+65","speed":{"hover":true,"walk":0,"fly":100},"strength":22,"dexterity":24,"constitution":20,"intelligence":10,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":4,"charisma_save":6,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"fire","damage_resistances":"lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Dwarvish, Primordial","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The thuellai makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","attack_bonus":10,"damage_dice":"2d8+6"},{"name":"Freezing Breath (Recharge 5-6)","desc":"The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw."},{"name":"Algid Aura","desc":"All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn."},{"name":"Howl of the Maddening Wind (3/day)","desc":"a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one"},{"name":"Blizzard (1/Day)","desc":"The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Mastery","desc":"Airborne creatures have disadvantage on attack rolls against the thuellai."},{"name":"Snow Vision","desc":"The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness."}],"spell_list":[],"page_no":379,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_thuellai/"},{"slug":"tosculi-drone","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi drones are the workers of the tosculi hive; the smallest, weakest, least intelligent, and most abundant of the wasp folk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs. A drone stands between 3 and 4 feet tall, and weighs around 50 lb. They have only vestigial wings, so they can glide but not truly fly.  \n**One-Way Scouts.** Drones function primarily as menial workers but, during time of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows (thanks to the hive-queen), a drone doesn’t need to survive its scouting mission to deliver useful information.","name":"Tosculi Drone","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":13,"armor_desc":"","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":20},"strength":8,"dexterity":16,"constitution":14,"intelligence":8,"wisdom":12,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Tosculi","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Gliding Wings","desc":"The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther."},{"name":"Skittering","desc":"Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-drone/"},{"slug":"tosculi-hive-queen","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \n_This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy._  \n**Center of the Hive.** The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive.  \n**Deadly Inheritance.** A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters.  \n**Hive Chaos.** If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hivemind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed.  \n\n## A Tosculi Hive-Queen’s Lair\n\n  \nHive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n* The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n* A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies.\n* The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage).\n  \nThe tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.  \n\n## Regional Effects\n\n  \nThe region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects:  \n\\# Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads.  \n\\# Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:  \n**Blood Frenzy.** The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days.","name":"Tosculi Hive-Queen","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":17,"armor_desc":"","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":40,"fly":60},"strength":17,"dexterity":24,"constitution":20,"intelligence":16,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":12,"constitution_save":10,"intelligence_save":null,"wisdom_save":8,"charisma_save":9,"perception":8,"skills":{"perception":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, poisoned","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Deep Speech, Gnoll, Infernal, Tosculi","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The hive-queen makes four scimitar attacks."},{"name":"Scimitar","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.","attack_bonus":12,"damage_dice":"2d6"},{"name":"Stinger","desc":"Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":12,"damage_dice":"1d6"},{"name":"Glitter Dust","desc":"The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"name":"Implant Egg","desc":"The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The hive-queen can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The hive-queen regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Flight","desc":"The hive-queen flies up to half its flying speed."},{"name":"Stinger Attack","desc":"The hive-queen makes one stinger attack."},{"name":"Glitter Dust (Costs 2 Actions)","desc":"The hive-queen uses Glitter Dust."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the hive-queen fails a saving throw, it can choose to succeed instead."},{"name":"Hive Mind","desc":"The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive."},{"name":"Hive Queen Lair","desc":"on initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:\n\n- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.\n\n- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. \n\n- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can't move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). \n\nthe tosculi hive-queen can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row."},{"name":"Regional Effects","desc":"the region containing a tosculi hive-queen's lair is warped by the creature's presence, which creates one or more of the following effects:\n\n- Intelligent creatures within 6 miles suffer frequent headaches. It's as if they had a constant buzzing inside their heads. \n\n- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn't have all its hit points. \n\nif the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days."}],"spell_list":[],"page_no":385,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-hive-queen/"},{"slug":"tosculi-warrior","desc":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages.  \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own.  \nTosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hivequeen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds.  \n**Host Finders.** The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host.","name":"Tosculi Warrior","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"","hit_points":58,"hit_dice":"9d6+27","speed":{"walk":20,"fly":60},"strength":12,"dexterity":20,"constitution":16,"intelligence":10,"wisdom":12,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Tosculi","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The tosculi warrior makes one bite attack, one claws attack, and one stinger attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.","attack_bonus":7,"damage_dice":"2d4"},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":7,"damage_dice":"1d4"},{"name":"Prepare Host","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)","attack_bonus":7,"damage_dice":"2d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Skittering","desc":"Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated."}],"spell_list":[],"page_no":386,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_tosculi-warrior/"},{"slug":"umbral-vampire","desc":"","name":"Umbral Vampire","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"hover":true,"walk":0,"fly":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Umbral Grasp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire 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":"Innate Spellcasting","desc":"the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"},{"name":"Shadow Blend","desc":"When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."},{"name":"Strike from Shadow","desc":"The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."},{"name":"Sunlight Sensitivity","desc":"While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":397,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_umbral-vampire/"},{"slug":"vila","desc":"_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._  \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests.  \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night.  \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.","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":8,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":8,"skills":{"insight":5,"intimidation":6,"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Sylvan, telepathy 60 ft. (beasts only)","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"A vila makes two shortsword attacks or two shortbow attacks."},{"name":"+1 Shortsword","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.","attack_bonus":9,"damage_dice":"1d6"},{"name":"+1 Shortbow","desc":"Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.","attack_bonus":9,"damage_dice":"1d6"},{"name":"Fascinate (1/Day)","desc":"When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours."},{"name":"Forest Song (1/Day)","desc":"The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dance of the Luckless (1/Day)","desc":"Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken."},{"name":"Forest Quickness","desc":"While in forest surroundings, a vila receives a +4 bonus on initiative checks."},{"name":"Forest Meld","desc":"A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell."},{"name":"Innate Spellcasting","desc":"the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather"}],"spell_list":[],"page_no":400,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_vila/"},{"slug":"voidling","desc":"_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"hover":true,"walk":0,"fly":50},"strength":15,"dexterity":22,"constitution":10,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes 4 tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Necrotic Burst (Recharge 5-6)","desc":"The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fed by Darkness","desc":"A voidling in magical darkness at the start of its turn heals 5 hit points."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."},{"name":"Innate Spellcasting","desc":"the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"},{"name":"Natural Invisibility","desc":"A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."}],"spell_list":[],"page_no":404,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_voidling/"},{"slug":"wampus-cat","desc":"_A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey._  \nWampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.  \n**Forest Streams.** The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream.  \n**Hatred of the Holy.** While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions.  \n**Swamp Team Ups.** Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them.","name":"Wampus Cat","size":"Medium","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":58,"hit_dice":"9d8+18","speed":{"walk":40,"climb":20,"swim":20},"strength":14,"dexterity":18,"constitution":15,"intelligence":12,"wisdom":14,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Yowl (Recharge 5-6)","desc":"Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Focused Animosity","desc":"The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol."},{"name":"Innate Spellcasting","desc":"the wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:\n\nat will: disguise self (appearance of a female human), mage hand\n\n2/day: hex"},{"name":"Magic Resistance","desc":"The wampus cat has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":405,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wampus-cat/"},{"slug":"wharfling","desc":"_Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike._  \n**Waterborne Packs.** Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more.  \n**Thieving Gits.** Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets.","name":"Wharfling","size":"Tiny","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":6,"hit_dice":"4d4 - 4","speed":{"walk":30,"climb":30,"swim":20},"strength":4,"dexterity":16,"constitution":8,"intelligence":2,"wisdom":12,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"-","challenge_rating":"1/8","cr":0.125,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.","attack_bonus":5,"damage_dice":"1d4+3"},{"name":"Pilfer","desc":"A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":407,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wharfling/"},{"slug":"witchlight","desc":"_This tiny ball of bright light seems to emanate from a crystalline center._  \n**Wizard Servants.** Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure.  \n**Flashing Light Code.** A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word.  \n**Free Roaming.** If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights.  \nEvil witchlights can be surprisingly cruel, not unlike will-o’wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff ” is just an impressivelooking stick with a witchlight perched on top.  \n**Constructed Nature.** A witchlight doesn’t require air, food, drink, or sleep.","name":"Witchlight","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":"","hit_points":10,"hit_dice":"4d4","speed":{"fly":50},"strength":1,"dexterity":18,"constitution":10,"intelligence":10,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, radiant","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands the language of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Light Ray","desc":"Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.","attack_bonus":6,"damage_dice":"1d4"},{"name":"Flash (Recharge 5-6)","desc":"The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Dispel Magic Weakness","desc":"Casting dispel magic on a witchlight paralyzes it for 1d10 rounds."},{"name":"Luminance","desc":"A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks."},{"name":"Thin As Light","desc":"While a witchlight is not incorporeal, it can pass through any opening that light can."}],"spell_list":[],"page_no":409,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_witchlight/"},{"slug":"wyrmling-wind-dragon","desc":"","name":"Wyrmling Wind Dragon","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":40,"fly":80},"strength":16,"dexterity":19,"constitution":14,"intelligence":12,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":6,"constitution_save":4,"intelligence_save":null,"wisdom_save":2,"charisma_save":4,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic, Primordial","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":131,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_wyrmling-wind-dragon/"},{"slug":"akanka","desc":"","name":"Akanka","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":40},"strength":10,"dexterity":15,"constitution":14,"intelligence":15,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"unconscious","senses":"passive Perception 12","languages":"Common","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Uses Mirrored Carapace and then one Bite."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) piercing damage and target: DC 12 Con save or fall unconscious 1 min. Target wakes up if it takes damage or if another creature takes an action to shake it awake."},{"name":"Mirrored Carapace","desc":"Projects illusory duplicate of itself that appears in its space. Each time creature targets it if attack result is below 15 targets duplicate instead and destroys duplicate. Duplicate can be destroyed only by attack that hits it. It ignores all other damage/effects. Creature is unaffected by this if it can't see if it relies on senses other than sight (ex: blindsight) or if it can perceive illusions as false as with truesight. It can't use this while in darkness."},{"name":"Spellcasting","desc":"Cha (DC 13) no material components: At will: minor illusion silent image3/day: major image1/day: hallucinatory terrain"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."},{"name":"Web Sense","desc":"While in contact with web it knows the exact location of any other creature in contact with the same web."},{"name":"Web Walker","desc":"Ignores move restrictions caused by webbing."}],"spell_list":[],"page_no":10,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_akanka/"},{"slug":"alabroza","desc":"","name":"Alabroza","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"10d6+10","speed":{"walk":10,"fly":50},"strength":14,"dexterity":15,"constitution":13,"intelligence":4,"wisdom":15,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 12","languages":"understands Abyssal but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Talons attacks or one Talons attack and one Draining Fangs attack."},{"name":"Draining Fangs","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 6 (1d8+2) piercing damage and the alabroza attaches to the target. While attached the alabroza doesn't attack. Instead at the start of each of the alabroza's turns the target loses 6 (1d8+2) hp due to blood loss. The alabroza can detach itself by spending 5 ft. of its movement. It does so after the target is reduced to 0 hp. A creature including the target can use its action to detach the alabroza."},{"name":"Talons","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one creature,. 5 (1d6+2) slashing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bloodthirsty","desc":"An alabroza must drink at least 1 pint of fresh blood or milk every 24 hrs or it suffers one level of exhaustion. Each pint of blood or milk the alabroza drinks removes one level of exhaustion."}],"spell_list":[],"page_no":13,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_alabroza/"},{"slug":"alpine-creeper","desc":"","name":"Alpine Creeper","size":"Huge","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":5,"armor_desc":"","hit_points":95,"hit_dice":"10d12+30","speed":{"walk":15},"strength":3,"dexterity":1,"constitution":17,"intelligence":1,"wisdom":4,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-3,"skills":{"perception":-3},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing","damage_immunities":"cold","condition_immunities":"blinded, charmed, deafened, frightened, grappled, prone","senses":"tremorsense 60', passive Perception 7","languages":"—","challenge_rating":"3","cr":3.0,"actions":[{"name":"Gentle Dissolution","desc":"Each creature in creeper's space: 10 (3d6) acid (DC 13 Con half). Creeper can choose not to harm friendly Beasts in its space. Unconscious creature that takes damage from this: DC 13 Wis save Fail: remain unconscious Success: wakes up."},{"name":"Sleep Spores","desc":"Releases sleep-inducing spores. Humanoids and Giants within 20' of it: DC 13 Con save or fall unconscious 1 min. Effect ends for creature if it takes damage or another uses action to wake it."},{"name":"Cleaning Call (1/Day)","desc":"Sprays pheromone-laced spores calling nearby Beasts to feast. Arrive in 1d4 rounds and act as creeper allies attacking creatures within 10 ft. of it. Beasts remain 1 hr until creeper dies or until it dismisses them as a bonus action. Choose one CR 1 or lower Beast or roll d100 to choose Summoned Beasts. They arrive at creeper's location; aggressive and prioritize active threats before feasting on creatures knocked out. Summoned Beasts:[br/] • 01-04: 2d4 badgers • 05-09: 1d6 black bears • 10-13: 1d3 brown bears • 14-17: 1d3 dire wolves • 18-20: 1d6 giant badgers • 21-30: 2d6 giant rats  • 31-34: 1d3 giant vultures • 35-40: 2d6 giant weasels • 41-44: 1d3 lions or tigers • 45-60: 1d6 swarms of rats • 61-71: 2d4 wolves • 72-75: 1d4 worgs • 76-100: No beasts respond"}],"bonus_actions":[{"name":"Lethargic Stupor","desc":"One unconscious Humanoid or Giant in creeper's space suffers one level of exhaustion. A creature with more than half its hp max can't suffer more than one level of exhaustion from this. This exhaustion lasts until creature finishes short rest."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"False","desc":"[+]Appearance[/+] Motionless: indistinguishable from patch of lichen."},{"name":"Mossy Carpet","desc":"Enter hostile creature's space and stop there. It can move through space as narrow as 1' wide with o squeezing."}],"spell_list":[],"page_no":19,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_alpine-creeper/"},{"slug":"animated-offal","desc":"","name":"Animated Offal","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":8,"armor_desc":"","hit_points":207,"hit_dice":"18d12+90","speed":{"walk":30},"strength":18,"dexterity":6,"constitution":20,"intelligence":1,"wisdom":7,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-2,"skills":{"perception":-2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 120' (blind beyond), passive Perception 8","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Pseudopod attacks."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 11 (2d6+4) bludgeoning damage + 18 (4d8) necrotic and target is grappled (escape DC 16) if it is a Large or smaller creature and offal doesn't have two other creatures grappled. If target is holding or carrying one or more healing potions there is a 25 percent chance one potion shatters during the attack allowing animated offal to absorb the healing energy and gain the benefits of its Healing Sense."}],"bonus_actions":[{"name":"Subsume","desc":"Begins absorbing one creature it is grappling. Creature takes 18 (4d8) necrotic (DC 17 Con half). Offal regains hp equal to half the damage dealt. If offal is at its hp max it gains temp hp for 1 hr instead. Offal can add temp hp gained from this trait to temp hp gained earlier from this trait. Temporary hp can't exceed 48. If its temp hp would exceed 48 a new animated offal appears in an unoccupied space within 5 ft. of offal. The new Ooze is Small doesn't have this bonus action and has 10 hp. Creature killed by this bonus action is fully subsumed into offal and can be restored to life only by means of a resurrection spell or similar magic."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Flowing Flesh","desc":"Can move through spaces as narrow as 6 inches wide with o squeezing."},{"name":"Healing Sense","desc":"Can sense healing spells effects and potions within 120' of it. If the ooze is the target of a healing spell if it consumes a healing potion or if it is affected by a similar magical effect it gains a +2 bonus to its AC has advantage on Dex saves and can use its Pseudopod attack as a bonus action for 1 min."},{"name":"Ooze Nature","desc":"Doesn't require sleep."}],"spell_list":[],"page_no":38,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_animated-offal/"},{"slug":"aphasian-abomination","desc":"","name":"Aphasian Abomination","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"","hit_points":170,"hit_dice":"20d10+60","speed":{"walk":0,"fly":60},"strength":1,"dexterity":20,"constitution":16,"intelligence":17,"wisdom":20,"charisma":5,"strength_save":null,"dexterity_save":9,"constitution_save":null,"intelligence_save":7,"wisdom_save":9,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 120', passive Perception 19","languages":"Common, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Force Blast attacks."},{"name":"Force Blast","desc":"Melee or Ranged Spell Attack: +9 to hit 5 ft. or range 120' one target 23 (4d8+5) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Aphasic Field","desc":"Generates a field of psychic distortion around itself. Each creature that starts its turn within 60' of abomination: DC 17 Int save or lose ability to speak coherently saying coherent words that make no sense in context instead of what it intends to say. If creature attempts to cast a spell with verbal components it fails taking 9 (2d8) psychic per spell level of spell it attempted to cast and expends spell slot."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Made of Magic","desc":"Is formed of magical energy. It temporarily winks out of existence when inside an antimagic field instantly reappearing once space it occupied is no longer within area of effect. If targeted by dispel magic: 21 (6d6) damage + extra 7 (2d6) psychic for each spell level beyond 3rd if spell is cast using a higher spell slot."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":39,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_aphasian-abomination/"},{"slug":"baleful-miasma","desc":"","name":"Baleful Miasma","size":"Medium","type":"Elemental","subtype":"","group":null,"alignment":"neutral evil","armor_class":13,"armor_desc":"","hit_points":52,"hit_dice":"8d8+16","speed":{"walk":0,"fly":60},"strength":13,"dexterity":17,"constitution":14,"intelligence":6,"wisdom":11,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"lightning; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious","senses":"darkvision 60', passive Perception 10","languages":"Auran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage + 3 (1d6) poison."}],"bonus_actions":null,"reactions":[{"name":"Swift Advance","desc":"If a creature in same space as miasma moves miasma can move up to its speed with the creature. This move doesn't provoke opportunity attacks but miasma must move in same spaces creature moved ending in creature's space or space nearest to it."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Air Form","desc":"Can enter a hostile creature's space and stop there. Can move through space as narrow as 1ft. wide with o squeezing."},{"name":"Asphyxiate","desc":"If a creature that breathes air starts its turn in miasma's space it must make DC 12 Con save or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. Suffocation lasts until creature ends its turn in a space not occupied by baleful miasma or the baleful miasma dies. When the suffocation ends the creature is poisoned until the end of its next turn."},{"name":"Elemental Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":50,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_baleful-miasma/"},{"slug":"birgemon-seal","desc":"","name":"Birgemon Seal","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":20,"swim":60},"strength":12,"dexterity":15,"constitution":16,"intelligence":4,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"acid, cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60', passive Perception 13","languages":"—","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bite attack one Toothy Maw attack and three Tendril attacks. It can replace all three Tendril attacks with use of Reel."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage."},{"name":"Toothy Maw","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 9 (2d6+2) piercing damage."},{"name":"Tendril","desc":"Melee Weapon Attack: +4 to hit, 15 ft., one target, The target is grappled (escape DC 13) if it is a Med or smaller creature and the seal can't use the same tendril on another target. If a creature is grappled by two or more tendrils it is also Restrained."},{"name":"Reel","desc":"Pulls each creature grappled by it up to 10 ft. straight toward it."}],"bonus_actions":[{"name":"Ice Slide","desc":"If the birgemon seal moves at least 10 ft. in a straight line while on snow or ice during its turn it can slide up to 40 feet."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen to the Spot","desc":"When on snow or ice the birgemon seal can't be moved vs. its will."},{"name":"Hold Breath","desc":"Can hold its breath for 90 min."}],"spell_list":[],"page_no":57,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_birgemon-seal/"},{"slug":"black-patch","desc":"","name":"Black Patch","size":"Large","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":7,"armor_desc":"","hit_points":153,"hit_dice":"18d10+54","speed":{"walk":0,"swim":40},"strength":18,"dexterity":5,"constitution":16,"intelligence":4,"wisdom":6,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-2,"skills":{"perception":-2},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"acid, poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, poisoned, prone","senses":"blindsight 120' (blind beyond), passive Perception 8","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"2 Pseudopods. Can replace 1 with Viscid Suffocation."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 7 (1d6+4) bludgeoning damage + 13 (3d8) acid."},{"name":"Viscid Suffocation","desc":"One creature in patch's space: DC 15 Dex save or take 18 (4d8) acid and patch attaches to it coating creature and its equipment. While patch is attached to it creature's speed is halved can't breathe and takes 9 (2d8) acid at start of each of its turns. Also if creature is in the water has disadvantage on ability checks to swim or stay afloat. Patch can devour flesh quickly but its acid doesn't harm metal wood or similar objects or creatures with o flesh. Patch can detach itself by spending 5 ft. of move. A creature including target can take its action to detach patch via DC 15 Str check."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Eldritch Luminance","desc":"When a creature that can see the patch starts its turn within 90' of it patch can force it to make a DC 15 Wis save if ooze isn't incapacitated and can see the creature. Fail: creature is mesmerized 1 min. Mesmerized creature over 5 ft. away from patch must move on its turn toward ooze by most direct route trying to get within 5 feet. It doesn't avoid opportunity attacks but before moving into damaging terrain such as lava or a pit and whenever it takes damage from a source other than ooze target can re-save. Mesmerized target can also re-save at end of each of its turns success ends effect on itself. If creature's save succeeds or effect ends for it is immune to patch's Eldritch Luminance for next 24 hrs."},{"name":"Flowing Form","desc":"Can enter hostile creature's space and stop there. It can move through a space as narrow as 1ft. wide with o squeezing."},{"name":"Ooze Nature","desc":"Doesn't require sleep."}],"spell_list":[],"page_no":58,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_black-patch/"},{"slug":"brownie","desc":"","name":"Brownie","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"","hit_points":28,"hit_dice":"8d4+8","speed":{"walk":30},"strength":4,"dexterity":20,"constitution":12,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Branch Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage."},{"name":"Domestic Magic","desc":"Wis no material components: At will: mending and prestidigitation"},{"name":"Invisibility","desc":"Magically turns invisible until it attacks or uses Domestic Magic or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Speak with Beasts","desc":"Can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_brownie/"},{"slug":"brownie-beastrider","desc":"","name":"Brownie Beastrider","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"","hit_points":54,"hit_dice":"12d4+24","speed":{"walk":30},"strength":4,"dexterity":20,"constitution":14,"intelligence":10,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":3,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Branch Spears or it makes one Branch Spear and its mount makes one melee weapon attack."},{"name":"Branch Spear","desc":"Melee or Ranged Weapon Attack: +7 to hit 5 ft. or range 20/60' one target 10 (2d4+5) piercing damage."},{"name":"Domestic Magic","desc":"Wis no material components: At will: mending and prestidigitation"},{"name":"Invisibility","desc":"Magically turns invisible until it attacks uses Domestic Magic or Beasts of the Forest or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it."},{"name":"Beasts of the Forest (1/Day)","desc":"Magically calls 2d4 hawks or ravens or it calls 1 black bear or wolf. Called creatures arrive in 1d4 rounds acting as allies of brownie and obeying its spoken commands. The Beasts remain for 1 hr until brownie dies or until brownie dismisses them as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Mounted Warrior","desc":"While mounted the brownie's mount can't be charmed or frightened."},{"name":"Speak with Beasts","desc":"Can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_brownie-beastrider/"},{"slug":"brownie-mystic","desc":"","name":"Brownie Mystic","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"","hit_points":82,"hit_dice":"15d4+45","speed":{"walk":30},"strength":4,"dexterity":20,"constitution":16,"intelligence":10,"wisdom":17,"charisma":12,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":3,"charisma_save":4,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 16","languages":"Common, Sylvan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Three Mystic Staff or Magical Blast attacks. Can replace one of the attacks with use of Spellcasting."},{"name":"Mystic Staff","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d4+5) bludgeoning damage + 3 (1d6) psychic."},{"name":"Mystic Blast","desc":"Ranged Spell Attack: +6 to hit, 60 ft., one target, 10 (2d6+3) psychic."},{"name":"Invisibility","desc":"Magically turns invisible until it attacks or uses Spellcasting or until its concentration ends (as if concentrating on a spell). Any equipment brownie wears or carries is invisible with it."},{"name":"Spellcasting","desc":"Wis (DC 13) no material components: At will: mending minor illusion prestidigitation3/day ea: entangle mirror image1/day ea: confusion conjure animals dimension door"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Speak with Beasts","desc":"Can communicate with Beasts as if they shared a language."}],"spell_list":[],"page_no":68,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_brownie-mystic/"},{"slug":"brumalek","desc":"","name":"Brumalek","size":"Small","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":40,"hit_dice":"9d6+9","speed":{"walk":30,"burrow":20,"climb":20},"strength":5,"dexterity":16,"constitution":12,"intelligence":4,"wisdom":13,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"thunder","condition_immunities":"deafened","senses":"darkvision 60', passive Perception 13","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Reverberating Howl","desc":"Releases an ear-shattering howl in a 30' cone that is audible 300' away. Each creature in that cone must make a DC 13 Dex save. On a failure a creature takes 5 (2d4) thunder and is deafened for 1 min. On a success the creature takes half the damage and isn't deafened. A deafened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Skittish","desc":"Can take the Dash or Disengage action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Snow Stride","desc":"A brumalek can burrow through nonmagical snow and earth. While doing so it doesn't disturb the material it moves through. In addition difficult terrain composed of snow doesn't cost it extra movement."}],"spell_list":[],"page_no":70,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_brumalek/"},{"slug":"catamount","desc":"","name":"Catamount","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":117,"hit_dice":"18d10+18","speed":{"walk":40},"strength":18,"dexterity":14,"constitution":12,"intelligence":3,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 30', passive Perception 12","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 8 (1d8+4) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 9 (2d4+4) slashing damage."}],"bonus_actions":[{"name":"Control Earth","desc":"Molds the ground near it causing one of: Stone Wall Causes wall of rock to rise from ground at a point it can see within 30' of it. Wall is up to 30' long 5 ft. high and 5 ft. thick. It can be any shape as long as its base is connected to the ground. If wall cuts through creature's space when it appears creature is pushed to one side (catamount's choice). If creature would be surrounded on all sides by the wall it can make a DC 14 Dex save. On success it can use its reaction to move up to its speed so it is not enclosed by the wall. Wall lasts 1 min or until catamount creates new wall.Fissure Catamount causes a rift to form in the ground at a point it can see within 30' of it. Rift can be up to 15 ft. wide up to 30' long and up to 10 ft. deep and can be any shape. Each creature standing on a spot where fissure opens must make DC 14 Dex save or fall in. Creature that successfully saves moves with fissure's edge as it opens. Fissure that opens beneath a structure causes it to automatically collapse as if structure was in the area of an earthquake spell. It can have only one fissure open at a time. If it opens another previous fissure closes shunting all creatures inside it to surface.Tremors Catamount causes earth beneath its feet to shake and shift. Each creature within 30' of it: 3 (1d6) bludgeoning damage and be knocked prone (DC 14 Str negates both)."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Well-Grounded","desc":"Has advantage on ability checks and saves made vs. effects that would knock it prone."}],"spell_list":[],"page_no":74,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_catamount/"},{"slug":"catterball","desc":"","name":"Catterball","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":"","hit_points":44,"hit_dice":"8d6+16","speed":{"walk":30},"strength":8,"dexterity":17,"constitution":14,"intelligence":5,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"","condition_immunities":"poisoned ","senses":"blindsight 30', passive Perception 11","languages":"Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Slam (Extended or True Form Only)","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Snap Back (Extended Form Only)","desc":"Violently returns to its true form. Each creature within 5 ft. of it: 4 (1d8) thunder or 9 (2d8) if catterball has extended its reach to 15 feet and is deafened for 1 min (DC 12 Dex half damage not deafened). A deafened creature can make a DC 12 Con save at the end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Change Form","desc":"Can extend its body roll up into a ball or return to true form. Each time it extends its body its reach with slam increases by 5 feet max 15 feet and Armor Class decreases by 1."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Rubbery Flesh","desc":"Immune to any form-altering spell/effect and has advantage on ability checks and saves to escape grapple. Can move through a space as narrow as 1ft. wide with o squeezing."},{"name":"Standing Leap (Ball Form Only)","desc":"Its long jump is up to 60' and its high jump is up to 30 feet with or with o a running start."}],"spell_list":[],"page_no":76,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_catterball/"},{"slug":"cloudhoof-assassin","desc":"","name":"Cloudhoof Assassin","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"","hit_points":45,"hit_dice":"7d8+14","speed":{"walk":40},"strength":17,"dexterity":17,"constitution":14,"intelligence":2,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"One Headbutt attack and one Shoving Kick attack."},{"name":"Headbutt","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Shoving Kick","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) bludgeoning damage and the target must make DC 13 Str save or be pushed up to 5 ft. away from the cloudhoof assassin. If the cloudhoof scores a critical hit the target is pushed up to 10 ft. on a failed save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Shoving Charge","desc":"If it moves at least 20' straight toward a target and then hits it with Headbutt attack on the same turn that target must make DC 13 Str save or be pushed up to 10 ft. away from the cloudhoof. If a creature fails this save by 5 or more it is pushed up to 15 ft.."},{"name":"Sure-Hooved","desc":"Has advantage on Str and Dex checks and saves made vs. effects that would knock it prone. In addition it has advantage on Str (Athletics) checks to climb rocky surfaces and Dex (Acrobatics) checks to maintain its balance on rocky surfaces."}],"spell_list":[],"page_no":91,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_cloudhoof-assassin/"},{"slug":"copperkill-slime","desc":"","name":"Copperkill Slime","size":"Huge","type":"Ooze","subtype":"","group":null,"alignment":"unaligned","armor_class":10,"armor_desc":"","hit_points":142,"hit_dice":"15d12+45","speed":{"walk":20,"climb":20},"strength":18,"dexterity":10,"constitution":17,"intelligence":4,"wisdom":8,"charisma":2,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"piercing, slashing","damage_immunities":"acid, poison","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, prone","senses":"blindsight 60' (blind beyond), passive Perception 9","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Three Pseudopods. If slime hits one creature with two Pseudopods target is grappled (escape DC 15). Until the grapple ends the target is restrained and takes 9 (2d8) poison at start of each of its turns. Slime can have only one target grappled in this way at a time."},{"name":"Pseudopod","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) bludgeoning damage + 9 (2d8) poison."},{"name":"Poisonous Snap (Stretched Body Only Recharge 5-6)","desc":"While it is covering an object or structure it can rapidly collapse back to its normal form ending the stretch and spraying all nearby creatures with poisonous slime. Each creature within 10 ft. of any space the stretched slime occupied before collapsing: 27 (6d8) poison and coated in poisonous slime (DC 15 Dex half not coated). A creature coated takes 9 (2d8) poison at start of each of its turns. A creature including slime-coated creature can take an action to clean it off."}],"bonus_actions":[{"name":"Stretch Body","desc":"Stretches its body across surface of a Gargantuan or smaller object or across surface of a wall pillar or similar structure no larger than a 20' square within 5 ft. of it sharing the space of the object or structure. Slime can end the stretch as a bonus action occupying nearest unoccupied space to the object or structure."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"Move through space 1ft.+ wide with o squeezing."},{"name":"Ooze Nature","desc":"Doesn't require sleep."},{"name":"Patinated Appearance","desc":"While motionless indistinguishable from the object or structure it is stretched across though the object or structure appears to be covered in green paint or verdigris."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."}],"spell_list":[],"page_no":94,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_copperkill-slime/"},{"slug":"cyonaxin","desc":"","name":"Cyonaxin","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"chaotic good","armor_class":16,"armor_desc":"","hit_points":117,"hit_dice":"18d8+36","speed":{"walk":50,"swim":20},"strength":15,"dexterity":22,"constitution":14,"intelligence":10,"wisdom":15,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"poison, radiant","damage_immunities":"","condition_immunities":"paralyzed, poisoned, stunned","senses":"darkvision 60', passive Perception 12","languages":"Celestial, Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 16 (3d6+6) piercing damage + 10 (3d6) radiant."},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 13 (3d4+6) slashing damage."},{"name":"Frightful Yowl (Recharge 6)","desc":"Each hostile creature within 60' of it and can hear it: DC 15 Wis save or frightened 1 min. Creature grappling or restraining another has disadvantage. Creature can re-save at end of each of its turns success ends effect on itself."},{"name":"Liberating Churr (Recharge 5-6)","desc":"Each friendly creature within 90' and can hear it gains benefits of its Freedom of Movement. All affected grow claws for unarmed strikes. If affected creature hits with claw deals 1d6+its Str modifier slashing instead of bludgeoning normal for unarmed strike. Lasts until start of cyonaxin's next turn."}],"bonus_actions":[{"name":"Free Runner","desc":"Can take the Dash action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blur of Motion","desc":"When it moves at least 30' on its turn ranged attack rolls vs. it have disadvantage until the start of its next turn."},{"name":"Chain Breaker","desc":"Deals 2× damage to objects that restrain creatures."},{"name":"Evasion","desc":"If subject to effect that allows Dex save for half damage takes no damage on success and only half if it fails."},{"name":"Freedom of Movement","desc":"Ignores difficult terrain and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 ft. of movement to escape from nonmagical restraints or being grappled."},{"name":"Keen Smell","desc":"Advantage: smell Wis (Percept) checks."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Pounce","desc":"If it moves 20'+ straight toward creature and hits it with Claw on same turn target knocked prone (DC 15 Str negates). If target prone cyonaxin can make one Bite attack vs. it as a bonus action."}],"spell_list":[],"page_no":102,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_cyonaxin/"},{"slug":"demon-balbazu","desc":"","name":"Demon, Balbazu","size":"Tiny","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"","hit_points":36,"hit_dice":"8d6+8","speed":{"walk":10,"swim":20},"strength":3,"dexterity":16,"constitution":13,"intelligence":5,"wisdom":11,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands Abyssal but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 10 (2d6+3) piercing damage and it attaches to target. While attached balbazu doesn't attack. Instead at start of each of balbazu's turns target loses 10 (2d6+3) hp from blood loss. When balbazu first attaches to the target and each time target loses hp from blood loss target unaware of the attack (and balbazu if it is invisible). Target is still aware of the hp loss but it feels no pain from the attack. (DC 11 Con target is aware of the attack and balbazu and doesn't need to continue making this save while it remains attached to it.) Regains hp equal to half hp of blood it drains. Balbazu can detach itself by spending 5 ft. of its move. A creature that is aware of the balbazu including the target can use its action to detach the balbazu."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aquatic Invisibility","desc":"Invisible while fully immersed in water."},{"name":"Blood Reservoir","desc":"Stores drained blood within itself. Each time it causes blood loss to a creature its Blood Reservoir increases by amount equal to hp of blood it drained from the creature."},{"name":"Demon Food","desc":"A demon within 5 ft. of it and that isn't another balbazu can use a bonus action to reduce the Blood Reservoir by up to 10 regaining hp equal to that amount as it drinks blood from the reservoir."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":107,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-balbazu/"},{"slug":"demon-maha","desc":"","name":"Demon, Maha","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":178,"hit_dice":"21d8+84","speed":{"walk":40},"strength":18,"dexterity":21,"constitution":18,"intelligence":7,"wisdom":16,"charisma":12,"strength_save":8,"dexterity_save":9,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"fire, lightning; nonmagic B/P/S attacks","damage_immunities":"cold, poison ","condition_immunities":"poisoned","senses":"truesight 120', passive Perception 13","languages":"Abyssal, telepathy 120'","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"Three Claws. If maha hits one creature with two Claws target: DC 17 Wis save or chuckle until end of its next turn. While chuckling creature can't speak coherently can't cast spells with verbal components and has disadvantage on attacks with weapons that use Str or Dex."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 10 ft., one target, 14 (3d6+4) piercing damage + 9 (2d8) cold."},{"name":"Deadly Laughter (Recharge 5-6)","desc":"It chuckles giggles and chortles at nearby creatures. Each creature within 30' of it: 42 (12d6) psychic drops what it is holding and laughs for 1 min (DC 17 Wis half damage and doesn't drop what it is holding or laugh). While laughing a creature is incapacitated can't speak coherently and takes 7 (2d6) psychic at start of each of its turns. A laughing creature can re-save at end of each of its turns success ends effect on itself. If a creature dies while laughing its face turns pale blue and displays a wide grin."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Frozen Aura","desc":"When a creature enters space within 30' of maha or starts its turn there that creature: DC 17 Con save or have its speed reduced by 10 ft. until it starts its turn outside aura."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Snow Camouflage","desc":"Advantage on Dex (Stealth) made to hide in snowy or icy terrain."}],"spell_list":[],"page_no":111,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-maha/"},{"slug":"demon-vetala","desc":"","name":"Demon, Vetala","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":40},"strength":10,"dexterity":20,"constitution":20,"intelligence":14,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60', passive Perception 16","languages":"Abyssal, Common, telepathy 120'","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."},{"name":"Raise Corpse","desc":"One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control."}],"bonus_actions":[{"name":"Command Corpse","desc":"Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage."}],"reactions":[{"name":"Corpse Detonation","desc":"When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corpse Stride","desc":"Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd."},{"name":"Graveyard Walker","desc":"Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Master of Undeath","desc":"Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time."},{"name":"Shepherd of Death","desc":"When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic."}],"spell_list":[],"page_no":112,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-vetala/"},{"slug":"derro-voidwarped","desc":"","name":"Derro, Voidwarped","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":"","hit_points":120,"hit_dice":"16d6+64","speed":{"walk":25,"fly":30},"strength":8,"dexterity":18,"constitution":18,"intelligence":13,"wisdom":5,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":6,"perception":-3,"skills":{"perception":-3},"damage_vulnerabilities":"","damage_resistances":"force, psychic; nonmagic B/P/S attacks","damage_immunities":"cold","condition_immunities":"","senses":"darkvision 120', passive Perception 10","languages":"Common, Dwarvish, Undercommon, Void Speech","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Shortswords and one Void Tendril attack."},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) piercing damage + 3 (1d6) cold and 3 (1d6) force."},{"name":"Void Tendril","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 7 (2d6) bludgeoning damage + 3 (1d6) cold and 3 (1d6) force. Target must make DC 15 Con save or its hp max is reduced by the amount equal to the damage taken. This reduction lasts until target finishes a long rest. Target dies if this reduces its hp max to 0."},{"name":"Void Speech Rant (Recharge 5-6)","desc":"Spews a tirade of Void Speech. Each creature within 40' of it that can hear the tirade: 27 (5d10) psychic and is incapacitated until the end of its next turn (DC 15 Wis half damage and isn't incapacitated)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Insanity","desc":"Advantage on saves vs. being charmed or frightened."},{"name":"Mortal Void Traveler","desc":"Doesn't require air or ambient pressure."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."},{"name":"Void-Touched Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon deals extra 1d6 cold and 1d6 force (included below)."}],"spell_list":[],"page_no":113,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_derro-voidwarped/"}]}