{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=21","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=19","results":[{"slug":"ice-elemental","desc":"A humanoid-shaped block of ice lumbers forward on angular legs._  \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.”  \n**Rivals to Water Elementals.** Open Game License","name":"Ice Elemental","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"burrow":30,"climb":20,"walk":30},"strength":18,"dexterity":9,"constitution":19,"intelligence":5,"wisdom":14,"charisma":6,"strength_save":7,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, poison","condition_immunities":"exhaustion, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 60 ft., passive Perception 12","languages":"Aquan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The ice elemental makes two ice claw attacks."},{"name":"Ice Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"4d8+4"},{"name":"Encase in Ice","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ice Glide","desc":"The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through."},{"name":"Ice Walk","desc":"The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Splinter","desc":"A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body."}],"spell_list":[],"page_no":133,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ice-elemental/"},{"slug":"mad-piper","desc":"A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._  \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones.  \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play.  \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators.  \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones.  \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.","name":"Mad Piper","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"padded armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":14,"intelligence":5,"wisdom":7,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Common and Void Speech, but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Screaming Flail","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Terrible Dirge","desc":"The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inspire","desc":"As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw."}],"spell_list":[],"page_no":250,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mad-piper/"},{"slug":"magma-octopus","desc":"Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._  \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma.  \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures.  \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.","name":"Magma Octopus","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"walk":40},"strength":21,"dexterity":17,"constitution":21,"intelligence":5,"wisdom":8,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":8,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 9","languages":"—","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The magma octopus makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.","attack_bonus":8,"damage_dice":"1d6+5"},{"name":"Magma Blast (Recharge 6)","desc":"The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Lava Bound","desc":"The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round."},{"name":"Lava Swimmer","desc":"While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water."}],"spell_list":[],"page_no":251,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_magma-octopus/"},{"slug":"nharyth","desc":"A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air._  \n**Foulness in Motion.** The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic.  \n**Creations of Madness.** Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.","name":"Nharyth","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d12+64","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":15,"constitution":18,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, psychic","damage_immunities":"","condition_immunities":"blinded, deafened, paralyzed","senses":"blindsight 120 ft. (blind beyond this radius), passive Perception 16","languages":"understands Deep Speech but can’t speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice."},{"name":"Spined Slap","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.","attack_bonus":9,"damage_dice":"1d8+5"},{"name":"Spine Shot","desc":"Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.","attack_bonus":6,"damage_dice":"3d6+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spine Trap","desc":"With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.\n\nA creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again."}],"spell_list":[],"page_no":269,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_nharyth/"},{"slug":"ogrepede","desc":"The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._  \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack.  \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults.  \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties.  \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable.  \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.","name":"Ogrepede","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d12+45","speed":{"walk":40,"climb":20},"strength":21,"dexterity":9,"constitution":17,"intelligence":5,"wisdom":5,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":0,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned, prone","senses":"darkvision 90 ft., passive Perception 7","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ogrepede makes two attacks: one with its bite and one with its slam."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Haphazard Charge","desc":"If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn."},{"name":"Overwhelming Assault","desc":"When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ogrepede's Overwhelming Assault for the next 24 hours."}],"spell_list":[],"page_no":275,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_ogrepede/"},{"slug":"parzzval","desc":"Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance._  \n**Bottomless Hunger.** Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available.  \n**Ambush Hunters.** Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.","name":"Parzz’val","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":50},"strength":21,"dexterity":16,"constitution":20,"intelligence":5,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":6},"damage_vulnerabilities":"thunder","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid","condition_immunities":"blinded, charmed, unconscious","senses":"blindsight 120 ft., passive Perception 10","languages":"Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The parzz'val makes three attacks: one with its oversized maw and two with its oversized fists."},{"name":"Oversized Fist","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d4+5"},{"name":"Oversized Maw","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz'val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz'val, and it takes 18 (4d8) acid damage at the start of each of the parzz'val's turns. A parzz'val can have only one creature swallowed at a time.\n\nIf the parzz'val takes 15 damage or more on a single turn from a creature inside it, the parzz'val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz'val. If the parzz'val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","attack_bonus":8,"damage_dice":"2d6+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Caustic Web (Recharge 5-6)","desc":"As a bonus action, the parzz'val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz'val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area.\n\nA creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.\n\nThe web persists for 1 minute before collapsing. The parzz'val is immune to the effects of its web and the webs of other parzz'vals."},{"name":"Pummel","desc":"If the parzz'val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round."},{"name":"Regeneration","desc":"The parzz'val regains 10 hp at the start of its turn if it has at least 1 hp."}],"spell_list":[],"page_no":292,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_parzzval/"},{"slug":"qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Qiqirn","size":"Small","type":"Monstrosity","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":38,"hit_dice":"7d6+14","speed":{"walk":30},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Common but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Spirit-infused Yip","desc":"The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Horrifying Wail","desc":"When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell."},{"name":"Self-loathing","desc":"A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_qiqirn/"},{"slug":"quickserpent","desc":"Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs._  \n**Earth Elemental Ancestry.** Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of  \n**Earth.** The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results.  \n**Ambusher from Below.** A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey’s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand.","name":"Quickserpent","size":"Large","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d10+36","speed":{"burrow":20,"climb":20,"walk":40},"strength":20,"dexterity":12,"constitution":17,"intelligence":5,"wisdom":14,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"tremorsense 60 ft., passive Perception 12","languages":"understands Terran but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage.","attack_bonus":7,"damage_dice":"1d6+5"},{"name":"Constrict","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the creature is restrained, and the quickserpent can't constrict another target.","attack_bonus":7,"damage_dice":"2d8+5"},{"name":"Quicksand Pit (Recharge 5-6)","desc":"The quickserpent turns a 10-foot cube of natural mud or loose stone into a pit of quicksand. Each creature in the area when the quickserpent creates the pit must succeed on a DC 15 Dexterity saving throw or sink 1d4 feet into the quicksand and become restrained. A creature that successfully saves moves to the pit's edge as it is formed. A creature that enters the quicksand for the first time on a turn or starts its turn in the quicksand it sinks 1d4 feet and is restrained. A creature that is completely submerged in quicksand can't breathe.\n\nA restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the edge of the quicksand. A creature within 5 feet of the quicksand can take an action to pull a creature out of the quicksand. Doing so requires a successful DC 15 Strength check, and the quickserpent has advantage on attack rolls against the creature until the end of the creature's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Swamp Camouflage","desc":"The quickserpent has advantage on Dexterity (Stealth) checks made to hide in swampy terrain."}],"spell_list":[],"page_no":303,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_quickserpent/"},{"slug":"shimmer-seal","desc":"This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide._  \n**Unseen Pinnipeds.** Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack.  \n**Guardian of Seals.** Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance.  \n**Rallying Seal.** A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.","name":"Shimmer Seal","size":"Medium","type":"Beast","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30,"swim":40},"strength":18,"dexterity":14,"constitution":17,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":2,"perception":null,"skills":{"acrobatics":8,"performance":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The shimmer seal makes two tusk attacks."},{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) slashing damage.","attack_bonus":7,"damage_dice":"3d6+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Limited Invisibility","desc":"When the shimmer seal is on an icy surface or underwater, it is invisible. In all other terrain, the shimmer seal has advantage on Dexterity (Stealth) checks. Seals, other pinnipeds, and creatures chosen by the shimmer seal can see it."},{"name":"Sureflippered","desc":"The shimmer seal can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."},{"name":"Underwater Propulsion","desc":"When the shimmer seal is underwater, it can take the Dash action as a bonus action on each of its turns."}],"spell_list":[],"page_no":324,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_shimmer-seal/"},{"slug":"strobing-fungus","desc":"This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession._  \n**Chemical Warrior.** The strobing fungus’ body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic.  \n**Wandering Mushroom.** Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location.  \n**Popular Guards.** Strobing fungi are often employed as guardians, particularly by creatures that have blindsight. The fungi understand rudimentary Common and can obey commands not to attack their master’s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.","name":"Strobing Fungus","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":76,"hit_dice":"9d8+36","speed":{"walk":10},"strength":16,"dexterity":11,"constitution":19,"intelligence":5,"wisdom":13,"charisma":15,"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":"blinded, deafened, frightened","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"understands Common but can’t speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The strobing fungus makes two attacks."},{"name":"Chemical Burn","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 13 (3d6 + 3) acid damage.","attack_bonus":5,"damage_dice":"3d6+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Strobe","desc":"As a bonus action, the strobing fungus can start emitting a powerful, strobing light. It rapidly alternates between shedding bright light in a 60-foot radius and shedding no light, creating a dizzying effect unless the area's ambient light is bright light. Each creature within 60 feet of the strobing fungus and that can see the light must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nUnless surprised, a creature with a shield or other similarly-sized object can use its reaction to raise the object and protect its eyes from the light, avoiding the saving throw. If it does so, it can't use that object for anything else. For example, a creature using a shield to protect its eyes loses the shield's bonus to its Armor Class while using the shield in this way. If the creature looks at the strobing fungus or lowers or uses the object protecting its eyes, it must immediately make the save.\n\nWhile emitting light, the strobing fungus can't attack. It can stop emitting light at any time (no action required)."}],"spell_list":[],"page_no":160,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_strobing-fungus/"},{"slug":"tetomatli","desc":"","name":"Tetomatli","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":8,"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic;","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"tremorsense 90 ft. (blind beyond this radius), passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tetomatli makes one head slam attack and one wing buffet attack."},{"name":"Head Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.","attack_bonus":8,"damage_dice":"3d10+5"},{"name":"Wing Buffet","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Tremor (Recharge 6)","desc":"The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diving Head Slam","desc":"If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available."},{"name":"Heavy Flier","desc":"The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."},{"name":"Magic Resistance","desc":"The tetomatli has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The tetomatli's weapon attacks are magical."},{"name":"Siege Monster","desc":"The tetomatli deals double damage to objects and structures."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tetomatli/"},{"slug":"tidehunter","desc":"Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes._  \n**Lurkers in the Shallows.** The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey.  \n**Net Weavers.** Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach.  \n**Fishing Buddies.** While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.","name":"Tidehunter","size":"Huge","type":"Monstrosity","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"swim":40,"walk":20},"strength":19,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The tidehunter makes three attacks, only one of which can be with its net. It can use Reel in place of two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The tidehunter has two claws, each of which can grapple only one target.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Net","desc":"Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net."},{"name":"Reel","desc":"The tidehunter pulls one creature restrained by its net up to 20 feet straight toward it. If the target is within 10 feet of the tidehunter at the end of this pull, the tidehunter can make one claw attack against it as a bonus action."}],"bonus_actions":null,"reactions":[{"name":"Entangle Weapon","desc":"When the tidehunter is targeted by a melee weapon attack, the attacker must succeed on a DC 16 Dexterity saving throw or miss the attack as the tidehunter uses its net to interfere with the weapon. The tidehunter must have an empty net to use this reaction."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The tidehunter can breathe air and water."},{"name":"Net Maker","desc":"With 1 minute of work, the tidehunter can create a net out of seaweed, rope, or similar material. The tidehunter typically carries 2 nets."},{"name":"Underwater Camouflage","desc":"The tidehunter has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":348,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tidehunter/"},{"slug":"tormented-qiqirn","desc":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._  \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it.  \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds.  \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License","name":"Tormented Qiqirn","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":50},"strength":15,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":10},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 16","languages":"understands Common but can’t speak, telepathy 60 ft.","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The tormented qiqirn makes two bite attacks. Alternatively, it can use Spiteful Howl twice."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","attack_bonus":9,"damage_dice":"3d6+5"},{"name":"Spiteful Howl","desc":"The qiqirn releases a spiteful howl at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 16 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one."},{"name":"Unnerving Whispers (Recharge 5-6)","desc":"The qiqirn whispers the last words of the spirits infusing it into the minds of up to three creatures it can see within 60 feet of it. Each creature must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and suffer a random effect for 1 minute. Roll a d6 to determine the effect: unconscious (1), deafened (2), incapacitated (3), stunned (4), frightened (5), paralyzed (6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Protective Spirits","desc":"When the qiqirn takes damage, the spirits infusing it rise up to protect it. Roll 2d8 and reduce the damage by the result."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Aura of Pain","desc":"At the start of each of the qiqirn's turns, each creature within 5 feet of it takes 4 (1d8) necrotic damage and must succeed on a DC 16 Constitution saving throw or have disadvantage on its next melee attack roll."},{"name":"Keen Smell","desc":"The qiqirn has advantage on Wisdom (Perception) checks that rely on smell. Self-loathing. A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours."}],"spell_list":[],"page_no":301,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tormented-qiqirn/"},{"slug":"tzepharion","desc":"Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest._  \n**Primeval Devils.** Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by Open Game License","name":"Tzepharion","size":"Large","type":"Fiend","subtype":"devil","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":50},"strength":19,"dexterity":14,"constitution":16,"intelligence":5,"wisdom":18,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":7,"skills":{"athletics":10,"perception":7,"survival":7},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"darkvision 120 ft., passive Perception 17","languages":"understands Infernal but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tzepharion devil makes one bite attack and four claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8+4"},{"name":"Soul Jolt (Recharge 6)","desc":"The tzepharion leaps up to 20 feet through the air and makes a claw attack against a target within reach. If it hits, the target must succeed on a DC 15 Wisdom saving throw or its soul is forced out of its body, appearing 20 feet in a random direction away from its body, for 1 minute. The creature has control of its soul, which is invisible and can move through creatures and objects as if they were difficult terrain, but it can't cast spells or take any actions. The creature's body is knocked unconscious and can't be awoken until its soul returns, but it can take damage as normal. The creature can repeat the saving throw at the end of each of its turns, reoccupying its body on a success. Alternatively, a creature can reoccupy its body early if it starts its turn within 5 feet of its body. If a creature doesn't return to its body within 1 minute, the creature dies. If its body is reduced to 0 hp before the creature reoccupies its body, the creature dies."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede the tzepharion's darkvision."},{"name":"Eye of Rage","desc":"As a bonus action, the tzepharion incites rage in up to three beasts or monstrosities it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, it has advantage on its attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the tzepharion. This trait doesn't work on targets with an Intelligence of 6 or higher."},{"name":"Magic Resistance","desc":"The tzepharion has advantage on saving throws against spells and other magical effects."},{"name":"Pack Tactics","desc":"The tzepharion has advantage on attack rolls against a creature if at least one of the devil's allies is within 5 feet of the creature and the ally isn't incapacitated."}],"spell_list":[],"page_no":106,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tzepharion/"},{"slug":"valkruung","desc":"Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey._  \n**Incorrigible Kleptomaniacs.** Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly.  \n**Shrines of Riches.** Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile.  \n**Den of Thieves.** Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.","name":"Valkruung","size":"Tiny","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":13,"armor_desc":null,"hit_points":22,"hit_dice":"4d6+8","speed":{"climb":20,"walk":25},"strength":8,"dexterity":16,"constitution":14,"intelligence":5,"wisdom":12,"charisma":9,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"acrobatics":5,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common, Goblin","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers an itchy rash, and, at the start of each of its turns, it must succeed on a DC 13 Wisdom saving or spend its action furiously scratching the rash. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","attack_bonus":5,"damage_dice":"1d6+3"}],"bonus_actions":null,"reactions":[{"name":"Disarming Tendrils","desc":"When a creature the valkruung can see targets it with a melee weapon attack, the attacker must succeed on a DC 13 Dexterity saving throw or its weapon is knocked out of its grasp into a random unoccupied space within 5 feet of the attacker. The valkruung can't use this reaction against attackers wielding a heavy or two-handed weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Prehensile Tendrils","desc":"The valkruung has 10 shiny blue-gray tendrils that constantly grab at things in the environment. Each tendril can pick up or hold a Tiny object, such as a coin or piece of jewelry, that isn't being worn or carried. If it uses all 10 of its tendrils, the valkruung can carry a single Small object, such as a backpack. The valkruung can use its tendrils to interact with objects, but it can't use them to wield a weapon. It has advantage on Dexterity (Sleight of Hand) checks when using its tendrils and can use its tendrils to disarm opponents (see the Disarming Tendrils reaction)."}],"spell_list":[],"page_no":355,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_valkruung/"},{"slug":"vallowex","desc":"A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue._  \n**Luring with Thirst.** The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.","name":"Vallowex","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"swim":30,"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":4,"skills":{"perception":4,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 14","languages":"—","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vallowex makes two attacks: one with its spiked tongue and one with its tail."},{"name":"Spiked Tongue","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can't use its spiked tongue against another target.","attack_bonus":8,"damage_dice":"2d8+5"},{"name":"Tail","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d10+5"},{"name":"Swallow","desc":"The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex's turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone."},{"name":"Release Eggs (1/Week)","desc":"A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While diseased, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host's Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host's Strength score is reduced to 0, the host dies, and a vallowex emerges from the corpse. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The vallowex can breathe air and water."},{"name":"Aura of Thirst","desc":"At the start of each of the vallowex's turns, each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or have disadvantage on its next attack roll or ability check as a gnawing thirst distracts it. For each minute a creature stays in the vallowex's aura, it gains one level of exhaustion from dehydration. A level of exhaustion is removed if the creature uses an action to drink 1 pint of water. A vallowex is immune to its own Aura of Thirst as well as the auras of other vallowexes."},{"name":"Underwater Camouflage","desc":"The vallowex has advantage on Dexterity (Stealth) checks made while underwater."}],"spell_list":[],"page_no":356,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_vallowex/"},{"slug":"walled-horror","desc":"An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._  \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby.  \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection.  \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings.  \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.","name":"Walled Horror","size":"Large","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":0},"strength":18,"dexterity":1,"constitution":20,"intelligence":5,"wisdom":8,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison, psychic","condition_immunities":"blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"truesight 60 ft. (blind beyond this radius), passive Perception 9","languages":"understands all languages it knew in life but can’t speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The walled horror makes two spectral claw attacks."},{"name":"Spectral Claw","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Spectral Scream","desc":"Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.","attack_bonus":7,"damage_dice":"4d8"},{"name":"Entomb","desc":"The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Spirit-infused Structure","desc":"The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order."},{"name":"Wall-bound Spirits","desc":"The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired."},{"name":"Wall Hop","desc":"As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait."}],"spell_list":[],"page_no":363,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_walled-horror/"},{"slug":"woe-siphon","desc":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest._  \n**Miserable Visage.** Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap.  \n**Pain Gorger.** Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","name":"Woe Siphon","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":16,"intelligence":5,"wisdom":12,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"","condition_immunities":"charmed, frightened, exhaustion","senses":"darkvision 120 ft., passive Perception 11","languages":"Common, Sylvan","challenge_rating":"3","cr":3.0,"actions":[{"name":"Siphoning Fist","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. The target must succeed on a DC 13 Charisma saving throw or its hp maximum is reduced by an amount equal to the psychic damage taken. The woe siphon regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Cause Despair","desc":"The woe siphon can overwhelm a creature with intense feelings of inadequacy. One creature the woe siphon can see within 60 feet of it must succeed on a DC 13 Charisma saving throw or become overwhelmed with despair for 1 minute. A creature overwhelmed with despair has disadvantage on ability checks and attack rolls. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this woe siphon's Cause Despair for the next 24 hours."},{"name":"Invisibility","desc":"The woe siphon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the woe siphon wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Detect Sentience","desc":"The woe siphon can magically sense the presence of creatures with an Intelligence of 5 or higher up to 1 mile away. It knows the general direction to the creatures but not their exact locations."}],"spell_list":[],"page_no":373,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_woe-siphon/"},{"slug":"chuul-a5e","desc":"","name":"Chuul","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":93,"hit_dice":"11d10+33","speed":{"walk":30,"swim":40},"strength":18,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":16,"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":"","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Deep Speech but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"If the chuul is grappling a creature  it uses its tentacle on that creature. It then makes two pincer attacks."},{"name":"Pincer","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature  it is grappled (escape DC 15). When carrying a grappled creature  the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature."},{"name":"Tentacle","desc":"A grappled creature makes a DC 14 Constitution saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the paralysis on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The chuul can breathe air and water."},{"name":"Detect Magic","desc":"The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic."}],"spell_list":[],"page_no":47,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_chuul/"},{"slug":"divi-a5e","desc":"","name":"Divi","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":172,"hit_dice":"15d10+90","speed":{"walk":30,"burrow":30,"fly":30},"strength":22,"dexterity":12,"constitution":22,"intelligence":5,"wisdom":6,"charisma":6,"strength_save":10,"dexterity_save":null,"constitution_save":10,"intelligence_save":5,"wisdom_save":6,"charisma_save":6,"perception":null,"skills":{"athletics":10,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 30 ft., passive Perception 16","languages":"Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The divi makes two melee attacks."},{"name":"Crushing Hand","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the target is grappled (escape DC 18). Until this grapple ends  the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target  and the target can't breathe."},{"name":"Stone Club","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."},{"name":"Quake (Recharge 5-6)","desc":"Amid deafening rumbling  the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw  taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success."}],"bonus_actions":[{"name":"Stone Wall (1/Day)","desc":"A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The divi can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"Innate Spellcasting","desc":"The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)"}],"spell_list":[],"page_no":217,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_divi/"},{"slug":"divi-noble-a5e","desc":"","name":"Divi Noble","size":"Large","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":18,"armor_desc":"","hit_points":345,"hit_dice":"30d10+180","speed":{"walk":30,"burrow":30,"fly":30},"strength":22,"dexterity":12,"constitution":22,"intelligence":5,"wisdom":6,"charisma":6,"strength_save":10,"dexterity_save":null,"constitution_save":10,"intelligence_save":5,"wisdom_save":6,"charisma_save":6,"perception":null,"skills":{"athletics":10,"perception":6},"damage_vulnerabilities":"","damage_resistances":"acid","damage_immunities":"","condition_immunities":"petrified","senses":"darkvision 120 ft., tremorsense 30 ft., passive Perception 16","languages":"Terran","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The divi makes two melee attacks."},{"name":"Crushing Hand","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage  and the target is grappled (escape DC 18). Until this grapple ends  the divi can't use Crushing Hand on another target and has advantage on Crushing Hand attacks against this target  and the target can't breathe."},{"name":"Stone Club","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage."},{"name":"Quake (Recharge 5-6)","desc":"Amid deafening rumbling  the ground shakes in a 10-foot radius around a point on an earth or stone surface within 90 feet. The area becomes difficult terrain. Each non-elemental creature in the area makes a DC 18 Constitution saving throw  taking 24 (7d6) thunder damage and falling prone on a failure or taking half damage on a success."}],"bonus_actions":[{"name":"Stone Wall (1/Day)","desc":"A permanent stone wall magically rises from an earth or stone surface within 60 feet. The wall is 6 inches thick and can be up to 20 feet high and 30 feet long. If it appears in a creatures space, the creature can choose which side of the wall to move to. Each 10-foot-by-10-foot section of the wall is an object with AC 18 and 30 hit points."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The divi can burrow through nonmagical, unworked earth and stone without disturbing it."},{"name":"Innate Spellcasting","desc":"The divis innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: alter self (can assume Medium or Large form), detect magic, stone shape, 3/day each: creation, move earth, passwall, tongues, 1/day each: conjure elemental (earth elemental only), plane shift (to Elemental Plane of Earth only)"}],"spell_list":[],"page_no":218,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_divi-noble/"},{"slug":"dretch-a5e","desc":"","name":"Dretch","size":"Small","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":10,"armor_desc":"","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":20},"strength":12,"dexterity":10,"constitution":12,"intelligence":5,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 9","languages":"Abyssal","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chaotic Evil","desc":"The dretch radiates a Chaotic and Evil aura."},{"name":"Energy-Sucking Aura","desc":"A non-demon creature that takes an action or bonus action while within 10 feet of a dretch can't take another action, bonus action, or reaction until the start of its next turn."}],"spell_list":[],"page_no":67,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_dretch/"},{"slug":"spell-warped-chuul-a5e","desc":"","name":"Spell-warped Chuul","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":16,"armor_desc":"","hit_points":127,"hit_dice":"15d10+45","speed":{"walk":30,"swim":40},"strength":18,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":16,"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":"","damage_immunities":"poison","condition_immunities":"frightened, poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"understands Deep Speech but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"If the chuul is grappling a creature  it uses its tentacle on that creature. It then makes two pincer attacks."},{"name":"Pincer","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature  it is grappled (escape DC 15). When carrying a grappled creature  the chuul can move at full speed. A pincer that is being used to grapple a creature can be used only to attack that creature."},{"name":"Tentacle","desc":"A grappled creature makes a DC 14 Constitution saving throw. On a failure  it is paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns  ending the paralysis on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The chuul can breathe air and water."},{"name":"Detect Magic","desc":"The chuul senses a magical aura around any visible creature or object within 120 feet that bears magic."},{"name":"Spell-warped","desc":"The spell-warped Chuul possesses one of the following traits."},{"name":"Absorb Magic","desc":"The chuul has advantage on saving throws against spells and other magical effects. Whenever the chuul successfully saves against a spell or magical effect, it magically gains 5 (1d10) temporary hit points. While these temporary hit points last, the chuuls pincer attacks deal an additional 3 (1d6) force damage."},{"name":"King-Sized Claw","desc":"One of the chuuls pincers deals 18 (4d6 + 4) bludgeoning damage on a successful hit. A creature grappled by this pincer makes ability checks to escape the grapple with disadvantage."},{"name":"Rune Drinker","desc":"Whenever the chuul takes damage from a magic weapon, until the start of the chuuls next turn attacks made with that weapon have disadvantage, and the chuul gains a +4 bonus to AC."},{"name":"Sparking Wand","desc":"A wand of lightning bolts adorns the chuuls carapace. A creature that starts its turn within 10 feet must make a successful DC 14 Dexterity saving throw or take 7 (2d6) lightning damage. As an action, a creature within 5 feet of the chuul can grab the wand by making a successful DC 14 Athletics or Sleight of Hand check. A creature that fails this check must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) lightning damage and is knocked prone. On a successful save, a creature takes half damage and isnt knocked prone."}],"spell_list":[],"page_no":48,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_spell-warped-chuul/"},{"slug":"wyvern-a5e","desc":"","name":"Wyvern","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":20,"fly":80},"strength":18,"dexterity":10,"constitution":16,"intelligence":5,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"understands Draconic but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The wyvern attacks once with its bite and once with its stinger. While flying  it can use its claws in place of one other attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage."},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the wyvern is attacking from above  the target is grappled by the wyvern (escape DC 15). While grappling a target in this way  the wyverns Speed is reduced to 0  it can't use its claws to attack any other creature  and it has advantage on attacks against the target."},{"name":"Stinger","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target makes a DC 15 Constitution saving throw  taking 24 (7d6) poison damage on a failure or half damage on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Imperfect Flight","desc":"While bloodied, the wyverns fly speed is halved, and it can't gain altitude."}],"spell_list":[],"page_no":430,"environments":[],"img_main":null,"document__slug":"menagerie","document__title":"Level Up Advanced 5e Monstrous Menagerie","document__license_url":"http://open5e.com/legal","document__url":"https://www.levelup5e.com","v2_converted_path":"/v2/creatures/a5e-mm_wyvern/"},{"slug":"air_elemental_bf","desc":"","name":"Air Elemental","size":"large","type":"Elemental","subtype":"","group":"Elementals","alignment":"","armor_class":15,"armor_desc":null,"hit_points":94,"hit_dice":"","speed":{"walk":0,"fly":90,"hover":true},"strength":14,"dexterity":20,"constitution":14,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":2,"dexterity_save":5,"constitution_save":2,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"thunder,Elemental Resilience","damage_immunities":"lightning,Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Auran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two Wind Lash or Lightning Bolt attacks."},{"name":"Wind Lash","desc":"_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage."},{"name":"Lightning Bolt","desc":"_Ranged Weapon Attack:_ +8 to hit, range 30/120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage."},{"name":"Whirlwind (Recharge 4-6)","desc":"Each creature in the elemental's space must make a DC 13 STR save. On a failure, a target takes 18 (3d8+5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. If the save is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone."}],"bonus_actions":[],"reactions":[{"name":"Thunderous Retreat","desc":"When a creature the air elemental can see deals damage to it, the elemental can expel a crack of thunder and move up to 15 feet to an unoccupied space it can see. Each creature within 5 feet of the space the elemental left must succeed on a DC 13 CON save or take 7 (2d6) thunder damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Air Form","desc":"The elemental 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":"Cloud Camouflage","desc":"The elemental's Stealth is 20 while in clouds, fog, or windy weather."},{"name":"Elemental Nature","desc":"The elemental doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_air-elemental/"},{"slug":"ape_bf","desc":"","name":"Ape","size":"medium","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":null,"hit_points":25,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":20,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":5,"dexterity_save":2,"constitution_save":2,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"stunned","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The ape makes two Fist attacks. If both Fist attacks hit one Medium or smaller creature, the target is grappled (escape DC 13), and the ape can't grapple another creature."},{"name":"Fist","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 5 (1d4+3) bludgeoning damage."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +5 to hit, range 25/50 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ape/"},{"slug":"ape_giant_bf","desc":"","name":"Ape, Giant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":12,"armor_desc":null,"hit_points":176,"hit_dice":"","speed":{"walk":40,"climb":40},"strength":26,"dexterity":14,"constitution":18,"intelligence":6,"wisdom":12,"charisma":6,"strength_save":8,"dexterity_save":2,"constitution_save":4,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-2,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"stunned","damage_immunities":"","condition_immunities":"","senses":"-","languages":"-","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The ape makes two Fist or Rock attacks. If both Fist attacks hit one Large or smaller creature, the target is grappled (escape DC 16). The ape has two fists, each of which can grapple only one target."},{"name":"Fist","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 27 (4d10+5) bludgeoning damage."},{"name":"Rock","desc":"_Ranged Weapon Attack:_ +8 to hit, range 50/100 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage."}],"bonus_actions":[{"name":"Throw","desc":"One Large or smaller creature grappled by the ape is thrown up to 50 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 DEX save or take the same damage and be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ape-giant/"},{"slug":"balara_bf","desc":"","name":"Balara","size":"large","type":"Undead","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"","speed":{"walk":30},"strength":16,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":14,"charisma":8,"strength_save":3,"dexterity_save":2,"constitution_save":2,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"charmed,frightened,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The balara makes one Bite attack and two Claw attacks, or it makes three Necrotic Bolt attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 16 (3d8+3) piercing damage plus 4 (1d8) necrotic damage, and the target can't regain HP until the start of the balara's next turn."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) slashing damage."},{"name":"Necrotic Bolt","desc":"_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 15 (3d8+2) necrotic damage, and the target can't regain HP until the start of the balara's next turn."}],"bonus_actions":[],"reactions":[{"name":"Relentless Pursuit","desc":"When a creature the balara can see moves away from it, the balara can move up to half its speed toward that creature. This movement doesn't provoke opportunity attacks."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Terrifying Luminance","desc":"When a creature that can see the balara's glowing ribcage starts its turn within 30 feet of the balara, the balara can force it to make a DC 14 WIS save if the balara isn't incapacitated and can see the creature. On a failure, the creature is frightened until the start of its next turn, as the visions, fear, and pain of the last moments of several animals flash through its mind. While frightened, the creature's speed is reduced to 0, and it can't use reactions. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can't see the balara until the start of its next turn, when it can avert its eyes again. If the creature looks at the balara in the meantime, it must immediately make the save."},{"name":"Undead Nature","desc":"The balara doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The balara is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_balara/"},{"slug":"behir_bf","desc":"","name":"Behir","size":"huge","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":223,"hit_dice":"","speed":{"walk":50,"climb":40},"strength":30,"dexterity":16,"constitution":18,"intelligence":6,"wisdom":22,"charisma":12,"strength_save":10,"dexterity_save":3,"constitution_save":4,"intelligence_save":-2,"wisdom_save":6,"charisma_save":1,"perception":16,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"lightning","condition_immunities":"","senses":"darkvision 90 ft.","languages":"Draconic","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The behir makes one Bite attack and one Constrict attack. It can replace its Bite attack with a use of Swallow."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +10 to hit, reach 10 ft., one target. _Hit:_ 22 (3d10+6) piercing damage plus 27 (6d8) lightning damage."},{"name":"Constrict","desc":"_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one Large or smaller creature. _Hit:_ 17 (2d10+6) bludgeoning damage. If the target is Large or smaller and the behir isn't already grappling a creature, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the behir can't Constrict another target."},{"name":"Swallow","desc":"The behir makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 CON save at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone."},{"name":"Lightning Breath (Recharge 5-6)","desc":"The behir exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Lightning Absorption","desc":"Whenever the behir is subjected to lighting damage, it takes no damage and instead regains a number of HP equal to the lightning damage dealt."},{"name":"Monstrosity Resilience","desc":"The behir is resistant to exhaustion and to the frightened condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_behir/"},{"slug":"dust_mephit_bf","desc":"","name":"Dust Mephit","size":"small","type":"Elemental","subtype":"","group":"Mephits","alignment":"","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"","speed":{"walk":30,"fly":30,"hover":true},"strength":4,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":12,"charisma":10,"strength_save":-3,"dexterity_save":2,"constitution_save":0,"intelligence_save":-2,"wisdom_save":1,"charisma_save":0,"perception":13,"skills":{},"damage_vulnerabilities":"fire,thunder","damage_resistances":"","damage_immunities":"lightning,poison,poisoned,prone","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Auran,Terran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."},{"name":"Dust Blast","desc":"_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage, and the target loses 2 (1d4) HP at the start of its next turn, as sand and grit irritate the wound."},{"name":"Blinding Breath (Recharge 6)","desc":"The mephit exhales blinding dust in a 15-foot cone. Each creature in that area must make a DC 11 DEX save. On a failure, a creature takes 5 (2d4) bludgeoning damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[{"name":"Sandman's Call (1/Day)","desc":"The mephit casts the sleep spell (spell save DC 11), requiring no material components and using WIS as the spellcasting ability."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."},{"name":"False Appearance","desc":"While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of dust."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_dust-mephit/"},{"slug":"earth_elemental_bf","desc":"","name":"Earth Elemental","size":"large","type":"Elemental","subtype":"","group":"Elementals","alignment":"","armor_class":17,"armor_desc":"natural armor","hit_points":114,"hit_dice":"","speed":{"walk":30,"burrow":30},"strength":20,"dexterity":8,"constitution":20,"intelligence":6,"wisdom":10,"charisma":4,"strength_save":5,"dexterity_save":-1,"constitution_save":5,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"thunder","damage_resistances":"Elemental Resilience","damage_immunities":"lightning,Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft., tremorsense 60 ft.","languages":"Terran","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage."},{"name":"Lob Stone","desc":"_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage."}],"bonus_actions":[{"name":"Earth Tremor (Recharge 4-6)","desc":"The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Earth Glide","desc":"The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves."},{"name":"Earthen Camouflage","desc":"The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain."},{"name":"Elemental Nature","desc":"The elemental doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions."},{"name":"Siege Monster","desc":"The elemental deals double damage to objects and structures."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_earth-elemental/"},{"slug":"elk_giant_bf","desc":"","name":"Elk, Giant","size":"huge","type":"Beast","subtype":"","group":"Animals","alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":60,"hit_dice":"","speed":{"walk":60},"strength":18,"dexterity":16,"constitution":14,"intelligence":6,"wisdom":14,"charisma":10,"strength_save":4,"dexterity_save":3,"constitution_save":2,"intelligence_save":-2,"wisdom_save":2,"charisma_save":0,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Giant Elk,understands Common,Elvish,and Sylvan but can't speak them","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The elk makes one Ram attack and one Kick attack."},{"name":"Ram","desc":"_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage."},{"name":"Kick","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage, and the target must succeed on a DC 14 STR save or be pushed up to 15 feet away from the elk."}],"bonus_actions":[{"name":"Bolstering Bugle (27 HP or Higher)","desc":"The elk bugles its might at its opponents, bolstering its confidence. It has advantage on the next attack roll it makes before the start of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the elk moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 STR save or be knocked prone."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_elk-giant/"},{"slug":"ettin_bf","desc":"","name":"Ettin","size":"large","type":"Giant","subtype":"","group":null,"alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":95,"hit_dice":"","speed":{"walk":40},"strength":20,"dexterity":8,"constitution":16,"intelligence":6,"wisdom":10,"charisma":8,"strength_save":5,"dexterity_save":-1,"constitution_save":3,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-1,"perception":14,"skills":{},"damage_vulnerabilities":"Giant Attributes","damage_resistances":"Giant Attributes,Multiple Heads","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Giant,Orc","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The ettin makes one Knobbed Club attack and one Spiked Club attack."},{"name":"Knobbed Club","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage, and the target must succeed on a DC 15 STR save or be incapacitated until the end of its next turn, as the blow knocks the wind out of the target. This weapon is wielded by the right head."},{"name":"Spiked Club","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) piercing damage, and the target must succeed on a DC 15 CON save or be poisoned for 1 minute, as bits of rotten meat clinging to the club's spikes coat the target's wound. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. This weapon is wielded by the left head."}],"bonus_actions":[{"name":"That One!","desc":"One of the ettin's heads picks a creature the ettin can see within 30 feet of it, gaining advantage on its next attack against that creature. The other head doesn't like being told what to do and has disadvantage on its next attack against that creature. Each weapon attack notes which head controls that weapon."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Giant Attributes","desc":"The ettin is resistant to the stunned condition, and it is vulnerable to the prone condition."},{"name":"Multiple Heads","desc":"The ettin has two heads and is resistant to the blinded, charmed, deafened, frightened, stunned, and unconscious conditions."},{"name":"Obstinate","desc":"The ettin has advantage on WIS and CHA saves."},{"name":"Wakeful","desc":"When one of the ettin's heads is asleep, its other head is awake."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ettin/"},{"slug":"fire_elemental_bf","desc":"","name":"Fire Elemental","size":"large","type":"Elemental","subtype":"","group":"Elementals","alignment":"","armor_class":13,"armor_desc":null,"hit_points":110,"hit_dice":"","speed":{"walk":50},"strength":10,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":0,"dexterity_save":3,"constitution_save":3,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Elemental Resilience","damage_immunities":"fire,Elemental Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Ignan","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The elemental makes two Fiery Touch or Spit Fire attacks."},{"name":"Fiery Touch","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns."},{"name":"Spit Fire","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 16 (3d8+3) fire damage."}],"bonus_actions":[{"name":"Fiery Dash (Recharge 4-6)","desc":"The elemental moves up to 20 feet in a straight line and can move through the space of any Large or smaller creature without provoking opportunity attacks. Each space along that line catches fire until the start of the elemental's next turn. A creature that enters a burning space for the first time on a turn or starts its turn there must succeed on a DC 14 DEX save or take 5 (1d10) fire damage."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Elemental Nature","desc":"The fire elemental doesn't require air, food, drink, or sleep."},{"name":"Elemental Resilience","desc":"The fire elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions."},{"name":"Fire Camouflage","desc":"The fire elemental's Stealth is 18 while in a Medium or larger fire."},{"name":"Fire Form","desc":"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC 14 DEX save or take 5 (1d10) fire damage and catch fire; until a creature takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns."},{"name":"Illumination","desc":"The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet."},{"name":"Water Susceptibility","desc":"For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_fire-elemental/"},{"slug":"flesh_golem_bf","desc":"","name":"Flesh Golem","size":"medium","type":"Construct","subtype":"","group":"Golems","alignment":"","armor_class":9,"armor_desc":null,"hit_points":129,"hit_dice":"","speed":{"walk":30},"strength":18,"dexterity":8,"constitution":18,"intelligence":6,"wisdom":10,"charisma":4,"strength_save":4,"dexterity_save":-1,"constitution_save":4,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning,Flesh Golem Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages of its creator but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The golem makes two Slam attacks."},{"name":"Slam","desc":"_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage."},{"name":"Creator's Anguish (Recharge 5-6)","desc":"The golem releases a wave of emotional anguish from its core. Each creature within 15 feet of the golem must make a DC 15 WIS save. On a failure, a creature takes 31 (9d6) psychic damage and is incapacitated until the end of its next turn, as its mind fills with memories of its greatest failures. On a success, a creature takes half the damage and isn't incapacitated."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aversion of Fire","desc":"If the golem takes fire damage, it loses its immunity to the frightened condition and has disadvantage on attack rolls and ability checks until the end of its next turn."},{"name":"Berserk (55 HP or Fewer)","desc":"When the golem starts its turn, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its HP. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 CHA (Persuasion) check. If the check succeeds, the golem ceases being berserk. If the golem takes damage while still at 55 HP or fewer, the golem might go berserk again."},{"name":"Construct Nature","desc":"The golem doesn't require air, food, drink, or sleep."},{"name":"Flesh Golem Resilience","desc":"The golem is immune to poison damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Lightning Absorption","desc":"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains HP equal to the lightning damage dealt."},{"name":"Magic Resistance","desc":"The golem has advantage on saves against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_flesh-golem/"},{"slug":"flinderbeast_bf","desc":"","name":"Flinderbeast","size":"small","type":"Fey","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":null,"hit_points":38,"hit_dice":"","speed":{"walk":30,"climb":20},"strength":12,"dexterity":18,"constitution":10,"intelligence":6,"wisdom":12,"charisma":16,"strength_save":1,"dexterity_save":4,"constitution_save":0,"intelligence_save":-2,"wisdom_save":1,"charisma_save":3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid,Fey Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) piercing damage plus 3 (1d6) acid damage."},{"name":"Acid Spit","desc":"_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 11 (2d6+4) acid damage."},{"name":"Breath of Flinders (Recharge 5-6)","desc":"The flinderbeast exhales splinters in a 15-foot cone. Each creature in that area must make a DC 14 DEX save, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[{"name":"Short Step","desc":"The flinderbeast teleports to an unoccupied space it can see within 15 feet of it."}],"reactions":[{"name":"Catch Snack","desc":"When the flinderbeast is the target of a ranged weapon attack that uses ammunition made mostly of wood, such as an arrow, the flinderbeast can attempt to catch and eat the ammunition. The flinderbeast must make a DC 14 DEX save. On a success, it gains 3 (1d6) temporary HP and prevents the attack's damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Fey Resilience","desc":"The flinderbeast is resistant to the charmed and unconscious conditions."},{"name":"Heightened Hearing and Smell","desc":"The flinderbeast's Perception 18 when perceiving by hearing or smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_flinderbeast/"},{"slug":"gargoyle_bf","desc":"","name":"Gargoyle","size":"medium","type":"Elemental","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":52,"hit_dice":"","speed":{"walk":30,"fly":60},"strength":16,"dexterity":10,"constitution":20,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":3,"dexterity_save":0,"constitution_save":5,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,piercing,and slashing from nonmagical attacks","damage_immunities":"poison,exhaustion,petrified,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Terran","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The gargoyle makes one Bite attack and one Claws attack."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."}],"bonus_actions":[],"reactions":[{"name":"Fearsome Mien","desc":"When a creature the gargoyle can see hits it with an attack, the gargoyle can shift its face to appear more monstrous. The attacker must succeed on a DC 13 WIS save or be frightened of the gargoyle until the end of its next turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Diving Pounce","desc":"If the gargoyle is flying and moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 13 STR save or be knocked prone. If the target is prone, the gargoyle can make one Bite attack against it as a bonus action."},{"name":"False Appearance","desc":"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gargoyle/"},{"slug":"ghoul_bf","desc":"","name":"Ghoul","size":"medium","type":"Undead","subtype":"","group":"Ghouls","alignment":"","armor_class":13,"armor_desc":null,"hit_points":34,"hit_dice":"","speed":{"walk":30,"climb":30},"strength":10,"dexterity":16,"constitution":10,"intelligence":6,"wisdom":14,"charisma":6,"strength_save":0,"dexterity_save":3,"constitution_save":0,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"charmed,Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The ghoul makes one Bite attack and one Claws attack. If both attacks hit a creature that isn't a Construct or Undead, the target must succeed on a DC 13 CON save or contract ghoul hunger (see the Ghoul Hunger sidebar)."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claws","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage. If the target is a creature that isn't a Construct or Undead, it must succeed on a DC 13 CON save or be paralyzed for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Hungry Dead Nature","desc":"The ghoul doesn't require air or sleep. In addition, it must consume at least 2 pounds of raw meat every 24 hours, or it loses its immunity to exhaustion and risks starvation until it does so. While it has any levels of exhaustion from starvation, the ghoul can't remove levels of exhaustion until it consumes at least 4 pounds of raw meat."},{"name":"Spider Climb","desc":"The ghoul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."},{"name":"Undead Resilience","desc":"The ghoul is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ghoul/"},{"slug":"gnoll_bf","desc":"","name":"Gnoll","size":"medium","type":"Humanoid","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"hide armor, shield","hit_points":22,"hit_dice":"","speed":{"walk":30},"strength":14,"dexterity":12,"constitution":10,"intelligence":6,"wisdom":10,"charisma":6,"strength_save":2,"dexterity_save":1,"constitution_save":0,"intelligence_save":-2,"wisdom_save":0,"charisma_save":-2,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Gnoll","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 6 (1d8+2) piercing damage."},{"name":"Spear","desc":"_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack."}],"bonus_actions":[{"name":"Taunting Bark","desc":"The gnoll lets out a high-pitched laugh and taunts one creature it can see within 30 feet of it. The target must make a DC 12 CHA save. On a failure, a creature takes 2 (1d4) psychic damage and must spend its next turn moving up to its speed toward the gnoll and make one attack against the gnoll."}],"reactions":[{"name":"Rampage","desc":"When the gnoll reduces a creature to 0 HP, it can move up to half its speed and make one Bite attack. If it does, attack rolls against it have advantage until the start of its next turn."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell","desc":"The gnoll's Perception is 15 when perceiving by smell."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_gnoll/"},{"slug":"harpy_bf","desc":"","name":"Harpy","size":"medium","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":null,"hit_points":38,"hit_dice":"","speed":{"walk":20,"fly":40},"strength":12,"dexterity":16,"constitution":12,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":1,"dexterity_save":3,"constitution_save":1,"intelligence_save":-2,"wisdom_save":0,"charisma_save":1,"perception":10,"skills":{},"damage_vulnerabilities":"","damage_resistances":"charmed,Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The harpy makes two Claw or Screech attacks. If both Screech attacks hit one Giant or Humanoid, the target has disadvantage on the next save it makes against the harpy's Luring Song before the start of the harpy's next turn."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."},{"name":"Screech","desc":"_Ranged Spell Attack:_ +4 to hit, range 30/120 ft., one target. _Hit:_ 8 (2d6+1) thunder damage."}],"bonus_actions":[{"name":"Luring Song","desc":"The 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 11 WIS save 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 is incapacitated.<br>While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the 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 the harpy, the target can repeat the save. A charmed target can also repeat the save at the end of each of its turns. If the save is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Monstrosity Resilience","desc":"The harpy is resistant to exhaustion and to the frightened condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_harpy/"},{"slug":"hell_hound_bf","desc":"","name":"Hell Hound","size":"medium","type":"Fiend","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":76,"hit_dice":"","speed":{"walk":50},"strength":20,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":16,"charisma":6,"strength_save":5,"dexterity_save":1,"constitution_save":2,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-2,"perception":15,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire,charmed,frightened","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands Infernal but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The hell hound makes two Bite attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 7 (2d6) fire damage."},{"name":"Fire Breath (Recharge 5-6)","desc":"The hound exhales fire in a 15foot cone. Each creature in that area must make a DC 13 DEX save, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":[],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Pack Tactics","desc":"The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated."},{"name":"Prey Sense","desc":"The hound can pinpoint, by scent, the location of Medium and smaller creatures within 30 feet of it."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hell-hound/"},{"slug":"hivebound_bf","desc":"","name":"Hivebound","size":"small","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":15,"armor_desc":"natural armor","hit_points":108,"hit_dice":"","speed":{"walk":25,"fly":40},"strength":14,"dexterity":16,"constitution":18,"intelligence":6,"wisdom":14,"charisma":6,"strength_save":2,"dexterity_save":3,"constitution_save":4,"intelligence_save":-2,"wisdom_save":2,"charisma_save":-2,"perception":12,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,charmed,Monstrosity Resilience","damage_immunities":"blinded","condition_immunities":"","senses":"keensense 60 ft. (can't sense beyond this radius)","languages":"understands Common but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The hivebound makes one Bite attack and two Claw attacks, or it makes three Spit Insect attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage plus 10 (3d6) poison damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage."},{"name":"Spit Insect","desc":"_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d4+3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 15 DEX save or be pestered until the end of its next turn. A pestered creature has disadvantage on the next attack roll it makes before the pester ends."},{"name":"Swarm Breath (Recharge 5-6)","desc":"The hivebound exhales stinging insects in a 30-foot cone. Each creature in the area must make a DC 15 DEX save, taking 10 (4d4) piercing damage and 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. A swarm of insects under the hivebound's control then forms in an unoccupied space in that area."}],"bonus_actions":[{"name":"Swift Flight","desc":"The hivebound flies up to half its speed without provoking opportunity attacks."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Collective Mind","desc":"The hivebound's individual insects and swarms under its control are connected via a hive mind. It can telepathically communicate with any of its individual insects and swarms within 1 mile of it, and it can't be surprised. It can have up to five swarms of insects under its control at a time."},{"name":"Monstrosity Resilience","desc":"The hivebound is resistant to exhaustion and to the frightened condition."},{"name":"Reinforced Mind","desc":"If the hivebound starts its turn afflicted by an ongoing effect that allows a repeated INT, WIS, or CHA save to end the effect, such as the hold spell, the hivebound can make the save at the start of the turn instead of the end and has advantage on the save."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_hivebound/"},{"slug":"husk_demon_bf","desc":"","name":"Husk Demon","size":"medium","type":"Fiend","subtype":"Demon","group":"Demons","alignment":"","armor_class":15,"armor_desc":null,"hit_points":82,"hit_dice":"","speed":{"walk":40,"fly":25},"strength":12,"dexterity":20,"constitution":16,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":1,"dexterity_save":5,"constitution_save":3,"intelligence_save":-2,"wisdom_save":-1,"charisma_save":-3,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Demonic Resilience","damage_immunities":"necrotic,exhaustion,prone,Demonic Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal,Void Speech,telepathy 60 ft.","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The husk demon makes two Life Drain attacks."},{"name":"Life Drain","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8+3) slashing damage plus 9 (2d8) necrotic damage, and the husk demon regains HP equal to half the necrotic damage dealt. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creatures finishes a long rest. The target dies if this effect reduces its HP maximum to 0."}],"bonus_actions":[{"name":"Soul Feed","desc":"The husk demon feasts on the light in the soul of up to two creatures it can see within 20 feet of it, causing one of the following effects. Each target must succeed on a DC 15 CHA save or suffer the chosen effect. A creature that fails the save against Soul Feed two rounds in a row suffers one level of exhaustion.\n- **Happiness Feast.** The husk demon feasts on the target's happiness, causing the target to become crestfallen. The target has disadvantage on attack rolls until the end of its next turn.\n- **Hope Feast.** The husk demon feasts on the target's hope, causing the target to become despondent. The target has disadvantage on saves until the end of its next turn.\n- **Motivation Feast.** The husk demon feasts on the target's motivation, causing the target to lose its ambitions and become apathetic. The target's speed is halved until the end of its next turn."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Amorphous","desc":"The husk demon can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Demonic Resilience","desc":"The husk demon is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition."},{"name":"Magic Resistance","desc":"The husk demon has advantage on saves against spells and other magical effects."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_husk-demon/"},{"slug":"ice_mephit_bf","desc":"","name":"Ice Mephit","size":"small","type":"Elemental","subtype":"","group":"Mephits","alignment":"","armor_class":12,"armor_desc":null,"hit_points":27,"hit_dice":"","speed":{"walk":30,"fly":30},"strength":4,"dexterity":14,"constitution":10,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":-3,"dexterity_save":2,"constitution_save":0,"intelligence_save":-2,"wisdom_save":0,"charisma_save":1,"perception":12,"skills":{},"damage_vulnerabilities":"bludgeoning,fire","damage_resistances":"","damage_immunities":"cold,poison,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Aquan,Auran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage plus 3 (1d6) cold damage."},{"name":"Ice Shard","desc":"_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) piercing damage plus 3 (1d6) cold damage."},{"name":"Frost Breath (Recharge 6)","desc":"The mephit exhales freezing fog in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, a creature takes 7 (2d6) cold damage and is restrained by ice until the end of its next turn. On a success, a creature takes half the damage and isn't restrained."}],"bonus_actions":[{"name":"Cloud of Snow (1/Day)","desc":"The mephit casts the fog cloud spell, requiring no material components and using CHA as the spellcasting ability."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of viscous ice. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be restrained by ice for 1 minute. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 11 STR check. The ice melts immediately if the restrained creature takes fire damage, freeing the creature."},{"name":"False Appearance","desc":"While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_ice-mephit/"},{"slug":"lizardfolk_bf","desc":"","name":"Lizardfolk","size":"medium","type":"Humanoid","subtype":"","group":"Lizardfolk","alignment":"","armor_class":15,"armor_desc":"natural armor, shield","hit_points":22,"hit_dice":"","speed":{"walk":30,"climb":15,"swim":30},"strength":14,"dexterity":10,"constitution":12,"intelligence":6,"wisdom":16,"charisma":6,"strength_save":2,"dexterity_save":0,"constitution_save":1,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-2,"perception":13,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"-","languages":"Draconic","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Multiattack","desc":"The lizardfolk makes one Bite attack and one Heavy Club attack, or it makes two Javelin attacks."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."},{"name":"Heavy Club","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) bludgeoning damage."},{"name":"Javelin","desc":"_Melee or Ranged Weapon Attack:_ +4 to hit, reach 5 ft. or range 30/120 ft., one target. _Hit:_ 5 (1d6+2) piercing damage."}],"bonus_actions":[],"reactions":[{"name":"Shoving Counter","desc":"If a creature misses the lizardfolk with an attack and the lizardfolk is wielding a shield, the lizardfolk can shove its shield into the creature. The attacker must succeed on a DC 12 STR save or be pushed up to 10 feet away from the lizardfolk and knocked prone."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Heightened Smell and Taste","desc":"The lizardfolk's Perception is 18 when perceiving by smell or taste."},{"name":"Hold Breath","desc":"The lizardfolk can hold its breath for 15 minutes."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_lizardfolk/"},{"slug":"magma_mephit_bf","desc":"","name":"Magma Mephit","size":"small","type":"Elemental","subtype":"","group":"Mephits","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":27,"hit_dice":"","speed":{"walk":30,"fly":30},"strength":14,"dexterity":10,"constitution":10,"intelligence":6,"wisdom":10,"charisma":12,"strength_save":2,"dexterity_save":0,"constitution_save":0,"intelligence_save":-2,"wisdom_save":0,"charisma_save":1,"perception":12,"skills":{},"damage_vulnerabilities":"bludgeoning,cold","damage_resistances":"","damage_immunities":"fire,poison,poisoned","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Ignan,Terran","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Claws","desc":"_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage plus 3 (1d6) fire damage."},{"name":"Lob Magma","desc":"_Ranged Weapon Attack:_ +2 to hit, range 20/60 ft., one target. _Hit:_ 7 (2d6) fire damage."},{"name":"Pyroclastic Burst (Recharge 6)","desc":"The mephit exhales an explosive blast of lava in a 15-foot cone. Each creature in the area must make a DC 11 STR save. On a failure, a creature takes 7 (2d6) fire damage and is pushed up to 10 feet away from the mephit and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone."}],"bonus_actions":[{"name":"Pyrotechnic Display (1/Day)","desc":"The mephit casts the color spray spell (spell save DC 11), requiring no material components and using CHA as the spellcasting ability."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Death Burst","desc":"When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must succeed on a DC 11 DEX save or be pushed up to 10 feet away from the mephit, knocked prone, and catch on fire. Until a creature takes an action to douse the fire, the creature on fire takes 3 (1d6) fire damage at the start of each of its turns."},{"name":"False Appearance","desc":"While the mephit remains motionless, it is indistinguishable from an ordinary mound of molten rock."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_magma-mephit/"},{"slug":"manticore_bf","desc":"","name":"Manticore","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":30,"fly":50},"strength":16,"dexterity":16,"constitution":16,"intelligence":6,"wisdom":12,"charisma":8,"strength_save":3,"dexterity_save":3,"constitution_save":3,"intelligence_save":-2,"wisdom_save":1,"charisma_save":-1,"perception":11,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Common","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The manticore makes one Bite attack and two Claw attacks, or it makes two Tail Spike attacks. If both Tail Spike attacks hit one creature, the target must succeed on a DC 13 CON save or be poisoned until the end of its next turn."},{"name":"Bite","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Claw","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage."},{"name":"Tail Spike","desc":"_Ranged Weapon Attack:_ +5 to hit, range 100/200 ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 5 (2d4) poison damage."}],"bonus_actions":[],"reactions":[{"name":"Spiky Retaliation","desc":"When a creature the manticore can see hits it with a melee attack while within 5 feet of it, the manticore can jab a spike into the attacker. The attacker must succeed on a DC 13 DEX save or take 5 (2d4) poison damage."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Mimicry","desc":"The manticore can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 WIS (Insight) check."},{"name":"Monstrosity Resilience","desc":"The manticore is resistant to exhaustion and to the frightened condition."},{"name":"Tail Spike Regrowth","desc":"The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_manticore/"},{"slug":"minotaur_bf","desc":"","name":"Minotaur","size":"large","type":"Monstrosity","subtype":"","group":null,"alignment":"","armor_class":14,"armor_desc":"natural armor","hit_points":80,"hit_dice":"","speed":{"walk":40},"strength":22,"dexterity":10,"constitution":16,"intelligence":6,"wisdom":16,"charisma":8,"strength_save":6,"dexterity_save":0,"constitution_save":3,"intelligence_save":-2,"wisdom_save":3,"charisma_save":-1,"perception":17,"skills":{},"damage_vulnerabilities":"","damage_resistances":"Monstrosity Resilience","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft.","languages":"Abyssal","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The minotaur makes one Gore attack and one Greataxe attack."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage."},{"name":"Greataxe","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage."}],"bonus_actions":[{"name":"Bleeding Frenzy (44 HP or Fewer)","desc":"The minotaur enters a frenzy until the start of its next turn. Until the frenzy ends, the minotaur deals an extra 3 (1d6) damage of the weapon's type each time it hits with a melee weapon attack, and the minotaur takes an extra 3 (1d6) damage of the weapon's type the first time it is hit with a melee weapon attack before the frenzy ends."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the minotaur and knocked prone."},{"name":"Labyrinthine Recall","desc":"The minotaur can perfectly recall any path it has traveled."},{"name":"Monstrosity Resilience","desc":"The minotaur is resistant to exhaustion and to the frightened condition."},{"name":"Reckless","desc":"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."},{"name":"Siege Monster","desc":"The minotaur deals double damage to objects and structures."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_minotaur/"},{"slug":"minotaur_skeleton_bf","desc":"","name":"Minotaur Skeleton","size":"large","type":"Undead","subtype":"","group":"Skeletons","alignment":"","armor_class":12,"armor_desc":"natural armor","hit_points":63,"hit_dice":"","speed":{"walk":40},"strength":18,"dexterity":10,"constitution":14,"intelligence":6,"wisdom":8,"charisma":4,"strength_save":4,"dexterity_save":0,"constitution_save":2,"intelligence_save":-2,"wisdom_save":-1,"charisma_save":-3,"perception":9,"skills":{},"damage_vulnerabilities":"bludgeoning","damage_resistances":"piercing","damage_immunities":"Undead Resilience","condition_immunities":"","senses":"darkvision 60 ft.","languages":"understands the languages it knew in life but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Greataxe","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 17 (2d12+4) slashing damage."},{"name":"Gore","desc":"_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) piercing damage."}],"bonus_actions":[],"reactions":[{"name":"Counterattack (Recharge 6)","desc":"When a creature the minotaur skeleton can see hits it with a melee attack while within 5 feet of it, the skeleton can make one Gore attack against the attacker."}],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Charge","desc":"If the minotaur skeleton moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 STR save or be pushed up to 10 feet away from the skeleton and knocked prone."},{"name":"False Appearance","desc":"While the minotaur skeleton remains motionless and prone, it is indistinguishable from an inanimate minotaur skeleton."},{"name":"Labyrinthine Memories","desc":"The minotaur skeleton has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled."},{"name":"Undead Nature","desc":"The skeleton doesn't require air, food, drink, or sleep."},{"name":"Undead Resilience","desc":"The skeleton is immune to poison damage, to exhaustion, and to the poisoned condition."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_minotaur-skeleton/"},{"slug":"mordovermis_bf","desc":"","name":"Mordovermis","size":"large","type":"Aberration","subtype":"","group":null,"alignment":"","armor_class":13,"armor_desc":"natural armor","hit_points":72,"hit_dice":"","speed":{"walk":10,"fly":40,"hover":true},"strength":16,"dexterity":14,"constitution":14,"intelligence":6,"wisdom":14,"charisma":16,"strength_save":3,"dexterity_save":2,"constitution_save":2,"intelligence_save":-2,"wisdom_save":2,"charisma_save":3,"perception":14,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning,Aberrant Resilience","damage_immunities":"prone","condition_immunities":"","senses":"darkvision 120 ft.","languages":"Deep Speech,telepathy 60 ft.","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The mordovermis makes two Sting attacks. If both Sting attacks hit one Large or smaller creature, the mordovermis can use Consume on the creature without the need for the target to be incapacitated."},{"name":"Sting","desc":"_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) piercing damage."},{"name":"Consume","desc":"The mordovermis wraps its body around an incapacitated creature. The target must make a DC 13 STR save. On a failure, the target takes 5 (2d4) piercing damage and 9 (2d8) acid damage and is grappled (escape DC 13). On a success, the target takes half the damage and isn't grappled. Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the mordovermis can't use Consume."}],"bonus_actions":[{"name":"Transfixing Gaze","desc":"The mordovermis focuses its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 13 WIS save or be charmed until the end of its next turn. While charmed, the creature is incapacitated and has a speed of 0."}],"reactions":[],"legendary_desc":null,"legendary_actions":[],"special_abilities":[{"name":"Aberrant Resilience","desc":"The mordovermis is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form."},{"name":"Sinuous Form","desc":"The mordovermis can easily move through any opening large enough for a Small creature. It can squeeze through any opening large enough for a Tiny creature. The mordovermis's destination must still have suitable room to accommodate its volume."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the mordovermis has disadvantage on attack rolls, and its Perception is 9 when perceiving by sight."}],"spell_list":[],"page_no":null,"environments":[],"img_main":null,"document__slug":"blackflag","document__title":"Black Flag SRD","document__license_url":"https://paizo.com/orclicense","document__url":"https://koboldpress.com/black-flag-reference-document/","v2_converted_path":"/v2/creatures/bfrd_mordovermis/"}]}