{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=54","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=intelligence&page=52","results":[{"slug":"ratfolk-rogue","desc":"_Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails._  \nThe ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.  \n**Adaptable.** Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities.  \n**Fast Fighters.** Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead.","name":"Ratfolk Rogue","size":"Small","type":"Humanoid","subtype":"ratfolk","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"studded leather armor","hit_points":18,"hit_dice":"4d6+4","speed":{"walk":25,"swim":10},"strength":7,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"acrobatics":5,"perception":2,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Thieves' Cant","challenge_rating":"1","cr":1.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d8"},{"name":"Rat Dagger Flurry","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Cunning Action","desc":"A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide."},{"name":"Nimbleness","desc":"A ratfolk rogue can move through the space of any creature size Medium or larger."},{"name":"Pack Tactics","desc":"A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking."},{"name":"Sneak Attack (1/Turn)","desc":"A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll."}],"spell_list":[],"page_no":320,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_ratfolk-rogue/"},{"slug":"shadow-beast","desc":"_A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth._  \n**Called from the Void.** Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed.  \n**Hate the Past.** The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them.  \n**Cryptic Messages.** Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned.","name":"Shadow Beast","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":135,"hit_dice":"18d8+54","speed":{"hover":true,"walk":0,"fly":40},"strength":20,"dexterity":18,"constitution":17,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":7,"constitution_save":6,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Common, Elvish, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The shadow beast makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d8"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Shadow Push (Recharge 5-6)","desc":"The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amorphous","desc":"The shadow beast can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Incorporeal Movement","desc":"The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day each: fear, telekinesis"},{"name":"Magic Resistance","desc":"The beast has advantage on saving throws against spells and other magical effects."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_shadow-beast/"},{"slug":"subek","desc":"_For most of the year the subek are a kindly race, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers._  \n**Riverbank Homes.** Subek are crocodile-headed humanoids that dwell along the banks of great rivers. They are tailless, possessing muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 lb., and can live up to 300 years.  \nDuring the dry season, subek are friendly, thoughtful scholars, historians, and artisans.  \n**Flood Fever.** Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery.  \nDuring flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill nonsubek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders.  \n**Keep Their Distance.** Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways.  \nSubek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization.","name":"Subek","size":"Large","type":"Humanoid","subtype":"subek","group":null,"alignment":"lawful neutral","armor_class":17,"armor_desc":"natural armor","hit_points":76,"hit_dice":"8d10+32","speed":{"walk":30,"swim":20},"strength":19,"dexterity":10,"constitution":18,"intelligence":14,"wisdom":13,"charisma":13,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"history":5,"investigation":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 11","languages":"Common","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6"},{"name":"Claws","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"4d8"},{"name":"Thrash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.","attack_bonus":7,"damage_dice":"2d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hold Breath","desc":"The subek can hold its breath for 15 minutes."},{"name":"Flood Fever","desc":"During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation."},{"name":"Blood Frenzy","desc":"The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points."}],"spell_list":[],"page_no":371,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_subek/"},{"slug":"umbral-vampire","desc":"","name":"Umbral Vampire","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"","hit_points":84,"hit_dice":"13d8+26","speed":{"hover":true,"walk":0,"fly":40},"strength":1,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":14,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":7,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"cold, necrotic, poison","condition_immunities":"exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained","senses":"darkvision 60 ft., passive Perception 15","languages":"Common, Umbral, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Umbral Grasp","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.","attack_bonus":7,"damage_dice":"4d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Incorporeal Movement","desc":"The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object."},{"name":"Innate Spellcasting","desc":"the umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:\n\nat will: mirror image, plane shift (plane of shadows only)\n\n1/day each: bane (when in dim light or darkness only), black tentacles"},{"name":"Shadow Blend","desc":"When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed."},{"name":"Strike from Shadow","desc":"The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target."},{"name":"Sunlight Sensitivity","desc":"While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight."}],"spell_list":[],"page_no":397,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_umbral-vampire/"},{"slug":"urochar-strangling-watcher","desc":"_This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long._  \n_**Underworld Wanderers.**_ The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the  \n_**River Styx.**_  \n_**Devour the Dying.**_ Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror.  \n_**Immortal.**_ Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old.","name":"Urochar (Strangling Watcher)","size":"Huge","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":256,"hit_dice":"19d12+133","speed":{"walk":40,"climb":20},"strength":24,"dexterity":15,"constitution":24,"intelligence":14,"wisdom":14,"charisma":20,"strength_save":null,"dexterity_save":8,"constitution_save":13,"intelligence_save":null,"wisdom_save":9,"charisma_save":11,"perception":8,"skills":{"perception":8,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"thunder","condition_immunities":"frightened","senses":"truesight 120 ft., passive Perception 19","languages":"understands Darakhul and Void Speech","challenge_rating":"17","cr":17.0,"actions":[{"name":"Multiattack","desc":"The watcher makes four attacks with its tentacles."},{"name":"Tentacle","desc":"Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.","attack_bonus":13,"damage_dice":"3d8"},{"name":"Paralyzing Gaze (Recharge 5-6)","desc":"The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"The urochar can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Crush Attack","desc":"The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage."},{"name":"Tentacle Attack","desc":"The watcher makes one tentacle attack."},{"name":"Tentacle Leap (Costs 2 Actions)","desc":"Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar."}],"special_abilities":[{"name":"Death Throes","desc":"When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success."},{"name":"Innate Spellcasting","desc":"the watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:\n\nat will: feather fall\n\n3/day each: blur, meld into stone, phantasmal killer\n\n1/day each: black tentacles, eyebite, greater invisibility"},{"name":"Spider Climb","desc":"The watcher can climb any surface, including upside down on ceilings, without making an ability check."},{"name":"Squeeze","desc":"Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities."}],"spell_list":[],"page_no":393,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_urochar-strangling-watcher/"},{"slug":"vine-lord","desc":"_Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror._  \n**Melding of Flesh and Vine.** Vine lords are formed from the union of full-grown Open Game License","name":"Vine Lord","size":"Medium","type":"Plant","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":105,"hit_dice":"14d8+42","speed":{"walk":30},"strength":12,"dexterity":20,"constitution":16,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":6,"charisma_save":7,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"","condition_immunities":"blinded, deafened","senses":"blindsight 30 ft. (blind beyond this radius), passive Perception 13","languages":"Common","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"1d6"},{"name":"Spore Sacs (1/week)","desc":"The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet."},{"name":"Tendril","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.","attack_bonus":8,"damage_dice":"1d4"},{"name":"Awaken the Green (1/Day)","desc":"The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Green Strider","desc":"The vine lord ignores movement restrictions and damage caused by natural undergrowth."},{"name":"Magic Resistance","desc":"The vine lord has advantage on saving throws against spells and other magical effects."},{"name":"Regeneration","desc":"The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle."},{"name":"Root Mind","desc":"Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised."}],"spell_list":[],"page_no":402,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_vine-lord/"},{"slug":"voidling","desc":"_Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again._  \n**Called from Darkness.** Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng.  \n**Light Eaters.** They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery.  \n**Cold Tendrils.** Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently.  \nThough their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed.","name":"Voidling","size":"Large","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"","hit_points":110,"hit_dice":"20d10","speed":{"hover":true,"walk":0,"fly":50},"strength":15,"dexterity":22,"constitution":10,"intelligence":14,"wisdom":16,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":6,"wisdom_save":7,"charisma_save":4,"perception":null,"skills":{"stealth":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic","condition_immunities":"exhaustion, petrified, prone","senses":"truesight 60 ft., passive Perception 13","languages":"telepathy 60 ft.","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"The voidling makes 4 tendril attacks."},{"name":"Tendril","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.","attack_bonus":10,"damage_dice":"1d8"},{"name":"Necrotic Burst (Recharge 5-6)","desc":"The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fed by Darkness","desc":"A voidling in magical darkness at the start of its turn heals 5 hit points."},{"name":"Magic Resistance","desc":"The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage."},{"name":"Innate Spellcasting","desc":"the voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, detect magic, fear\n\n3/day each: eldritch blast (3 beams), black tentacles\n\n1/day each: phantasmal force, reverse gravity"},{"name":"Natural Invisibility","desc":"A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision."}],"spell_list":[],"page_no":404,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_voidling/"},{"slug":"young-mithral-dragon","desc":"_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._  \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile.  \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals.  \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.","name":"Young Mithral Dragon","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":92,"hit_dice":"16d8+20","speed":{"walk":50,"fly":60},"strength":13,"dexterity":22,"constitution":13,"intelligence":14,"wisdom":15,"charisma":14,"strength_save":null,"dexterity_save":9,"constitution_save":4,"intelligence_save":null,"wisdom_save":5,"charisma_save":5,"perception":5,"skills":{"acrobatics":6,"insight":5,"perception":5,"persuasion":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"acid, thunder","condition_immunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 15","languages":"Celestial, Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes one bite attack and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws.","attack_bonus":6,"damage_dice":"2d10+3"},{"name":"Breath Weapon (Recharge 5-6)","desc":"A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n3/day: enhance ability"}],"spell_list":[],"page_no":134,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-mithral-dragon/"},{"slug":"young-void-dragon","desc":"_A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body._  \n**Children of the Stars.** Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice.  \n**Witnesses to the Void.** Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out.  \n**Voracious Scholars.** Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard.  \n\n## A Void Dragon’s Lair\n\n  \nThe true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space.  \nWhen a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs.  \nIf fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP).  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:\n* The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.\n* The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.\n* The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.\n  \n### Regional Effects\n\n  \nThe region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:\n* Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.\n* Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.\n* Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.\n  \nIf the dragon dies, these effects fade over the course of 1d10 days.","name":"Young Void Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":18,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"hover":true,"walk":40,"fly":80},"strength":20,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":10,"history":10,"perception":8,"persuasion":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"charmed, frightened","senses":"blindsight 30ft, darkvision 120ft, passive Perception 18","languages":"Common, Draconic, Void Speech","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.","attack_bonus":9,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6"},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons:"},{"name":"Gravitic Breath","desc":"The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon."},{"name":"Falling damage in the area increases to 1d10 per 10 feet fallen","desc":"When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively."},{"name":"Stellar Flare Breath","desc":"The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Void Twist","desc":"When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Chill of the Void","desc":"Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity."},{"name":"Void Dweller","desc":"As ancient void dragon."}],"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-void-dragon/"},{"slug":"young-wind-dragon","desc":"_Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat._  \nWind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger.  \n_**Braggarts and Bullies.**_ Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place.  \n_**Lords of the Far Horizons.**_ Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule.  \n_**Perpetual Infighting.**_ These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled.  \nWind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable.  \n\n## Wind Dragon’s Lair\n\n  \nWind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable.  \n\n### Lair Actions\n\n  \nOn initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.\n* Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.\n* Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.\n* A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.","name":"Young Wind Dragon","size":"Large","type":"Dragon","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":17,"armor_desc":"natural armor","hit_points":150,"hit_dice":"16d10+62","speed":{"walk":40,"fly":90},"strength":20,"dexterity":19,"constitution":18,"intelligence":14,"wisdom":13,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"perception":7,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"charmed, exhausted, paralyzed, restrained","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 17","languages":"Common, Draconic, Primordial","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6"},{"name":"Breath of Gales (Recharge 5-6)","desc":"The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"the dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:\n\nat will: feather fall"},{"name":"Fog Vision","desc":"The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind."},{"name":"Uncontrollable","desc":"The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks."}],"spell_list":[],"page_no":144,"environments":[],"img_main":null,"document__slug":"tob","document__title":"Tome of Beasts","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/","v2_converted_path":"/v2/creatures/tob_young-wind-dragon/"},{"slug":"adult-black-dragon","desc":"","name":"Adult Black Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Black Dragon","alignment":"chaotic evil","armor_class":19,"armor_desc":"natural armor","hit_points":195,"hit_dice":"17d12+85","speed":{"walk":40,"fly":80,"swim":40},"strength":23,"dexterity":14,"constitution":21,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":7,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"perception":11,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"14","cr":14.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.","attack_bonus":11,"damage_dice":"2d10+1d8","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Acid Breath (Recharge 5-6)","desc":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."},{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":281,"environments":["Swamp"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-black-dragon/"},{"slug":"adult-brass-dragon","desc":"","name":"Adult Brass Dragon","size":"Huge","type":"Dragon","subtype":"","group":"Brass Dragon","alignment":"chaotic good","armor_class":18,"armor_desc":"natural armor","hit_points":172,"hit_dice":"15d12+75","speed":{"walk":40,"burrow":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":5,"constitution_save":10,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":11,"skills":{"history":7,"perception":11,"persuasion":8,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 60 ft., darkvision 120 ft., passive Perception 21","languages":"Common, Draconic","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":11,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":11,"damage_dice":"2d6","damage_bonus":6},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","attack_bonus":11,"damage_dice":"2d8","damage_bonus":6},{"name":"Frightful Presence","desc":"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 dragon's Frightful Presence for the next 24 hours."},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.\n**Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","attack_bonus":0,"damage_dice":"13d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.","legendary_actions":[{"name":"Detect","desc":"The dragon makes a Wisdom (Perception) check."},{"name":"Tail Attack","desc":"The dragon makes a tail attack."},{"name":"Wing Attack (Costs 2 Actions)","desc":"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"If the dragon fails a saving throw, it can choose to succeed instead."}],"spell_list":[],"page_no":291,"environments":["Desert"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_adult-brass-dragon/"},{"slug":"bandit-captain","desc":"It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades. \nIn addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. \nMore than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.","name":"Bandit Captain","size":"Medium","type":"Humanoid","subtype":"any race","group":"NPCs","alignment":"any non-lawful alignment","armor_class":15,"armor_desc":"studded leather","hit_points":65,"hit_dice":"10d8+20","speed":{"walk":30},"strength":15,"dexterity":16,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":4,"dexterity_save":5,"constitution_save":null,"intelligence_save":null,"wisdom_save":2,"charisma_save":null,"perception":null,"skills":{"athletics":4,"deception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 10","languages":"any two languages","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."},{"name":"Scimitar","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","attack_bonus":5,"damage_dice":"1d6","damage_bonus":3},{"name":"Dagger","desc":"Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":397,"environments":["Hill","Desert","Mountains","Coastal","Tundra","Grassland","Ruin","Laboratory","Swamp","Settlement","Urban","Sewer","Forest","Arctic","Jungle","Hills","Caverns"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_bandit-captain/"},{"slug":"copper-dragon-wyrmling","desc":"","name":"Copper Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Copper Dragon","alignment":"chaotic good","armor_class":16,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"walk":30,"climb":30,"fly":60},"strength":15,"dexterity":12,"constitution":13,"intelligence":14,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":3,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"acid","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","attack_bonus":4,"damage_dice":"1d10","damage_bonus":2},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Acid Breath.** The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.\n**Slowing Breath.** The dragon exhales gas in a 1 5-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","attack_bonus":0,"damage_dice":"4d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":298,"environments":["Hills","Mountains"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_copper-dragon-wyrmling/"},{"slug":"dryad","desc":"","name":"Dryad","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":11,"armor_desc":"16 with _barkskin_","hit_points":22,"hit_dice":"5d8","speed":{"walk":30},"strength":10,"dexterity":12,"constitution":11,"intelligence":14,"wisdom":15,"charisma":18,"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":"Elvish, Sylvan","challenge_rating":"1","cr":1.0,"actions":[{"name":"Club","desc":"Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.","attack_bonus":2,"damage_dice":"1d4"},{"name":"Fey Charm","desc":"The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.\nEach time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.\nThe dryad can have no more than one humanoid and up to three beasts charmed at a time."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:\n\nAt will: druidcraft\n3/day each: entangle, goodberry\n1/day each: barkskin, pass without trace, shillelagh"},{"name":"Magic Resistance","desc":"The dryad has advantage on saving throws against spells and other magical effects."},{"name":"Speak with Beasts and Plants","desc":"The dryad can communicate with beasts and plants as if they shared a language."},{"name":"Tree Stride","desc":"Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger."}],"spell_list":["https://api.open5e.com/v2/spells/druidcraft/?format=json","https://api.open5e.com/v2/spells/entangle/?format=json","https://api.open5e.com/v2/spells/goodberry/?format=json","https://api.open5e.com/v2/spells/barkskin/?format=json","https://api.open5e.com/v2/spells/pass-without-trace/?format=json","https://api.open5e.com/v2/spells/shillelagh/?format=json"],"page_no":304,"environments":["Jungle","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_dryad/"},{"slug":"erinyes","desc":"","name":"Erinyes","size":"Medium","type":"Fiend","subtype":"devil","group":"Devils","alignment":"lawful evil","armor_class":18,"armor_desc":"plate","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":30,"fly":60},"strength":18,"dexterity":16,"constitution":18,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":7,"constitution_save":8,"intelligence_save":null,"wisdom_save":6,"charisma_save":8,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons","damage_immunities":"fire, poison","condition_immunities":"poisoned","senses":"truesight 120 ft., passive Perception 12","languages":"Infernal, telepathy 120 ft.","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The erinyes makes three attacks"},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.","attack_bonus":8,"damage_dice":"1d8+3d8","damage_bonus":4},{"name":"Longbow","desc":"Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.","attack_bonus":7,"damage_dice":"1d8+3d8","damage_bonus":3},{"name":"Variant: Rope of Entanglement","desc":"Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks."}],"bonus_actions":null,"reactions":[{"name":"Parry","desc":"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hellish Weapons","desc":"The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks)."},{"name":"Magic Resistance","desc":"The erinyes has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":276,"environments":["Hell"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_erinyes/"},{"slug":"gold-dragon-wyrmling","desc":"","name":"Gold Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Gold Dragon","alignment":"lawful good","armor_class":17,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"walk":30,"fly":60,"swim":30},"strength":19,"dexterity":14,"constitution":17,"intelligence":14,"wisdom":11,"charisma":16,"strength_save":null,"dexterity_save":4,"constitution_save":5,"intelligence_save":null,"wisdom_save":2,"charisma_save":5,"perception":4,"skills":{"perception":4,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"3","cr":3.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.","attack_bonus":6,"damage_dice":"1d10","damage_bonus":4},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.\n**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.","attack_bonus":0,"damage_dice":"4d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":300,"environments":["Grassland","Astral Plane","Ruin","Water"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_gold-dragon-wyrmling/"},{"slug":"green-dragon-wyrmling","desc":"","name":"Green Dragon Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":"Green Dragon","alignment":"lawful evil","armor_class":17,"armor_desc":"natural armor","hit_points":38,"hit_dice":"7d8+7","speed":{"walk":30,"fly":60,"swim":30},"strength":15,"dexterity":12,"constitution":13,"intelligence":14,"wisdom":11,"charisma":13,"strength_save":null,"dexterity_save":3,"constitution_save":3,"intelligence_save":null,"wisdom_save":2,"charisma_save":3,"perception":4,"skills":{"perception":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., passive Perception 14","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.","attack_bonus":4,"damage_dice":"1d10+1d6","damage_bonus":3},{"name":"Poison Breath (Recharge 5-6)","desc":"The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":286,"environments":["Jungle","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_green-dragon-wyrmling/"},{"slug":"lamia","desc":"","name":"Lamia","size":"Large","type":"Monstrosity","subtype":"","group":null,"alignment":"chaotic evil","armor_class":13,"armor_desc":"natural armor","hit_points":97,"hit_dice":"13d10+26","speed":{"walk":30},"strength":16,"dexterity":13,"constitution":15,"intelligence":14,"wisdom":15,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"deception":7,"insight":4,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 12","languages":"Abyssal, Common","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."},{"name":"Claws","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.","attack_bonus":5,"damage_dice":"2d10","damage_bonus":3},{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","attack_bonus":5,"damage_dice":"1d4","damage_bonus":3},{"name":"Intoxicating Touch","desc":"Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.\n\nAt will: disguise self (any humanoid form), major image\n3/day each: charm person, mirror image, scrying, suggestion\n1/day: geas"}],"spell_list":["https://api.open5e.com/v2/spells/disguise-self/?format=json","https://api.open5e.com/v2/spells/major-image/?format=json","https://api.open5e.com/v2/spells/charm-person/?format=json","https://api.open5e.com/v2/spells/mirror-image/?format=json","https://api.open5e.com/v2/spells/scrying/?format=json","https://api.open5e.com/v2/spells/suggestion/?format=json","https://api.open5e.com/v2/spells/geas/?format=json"],"page_no":325,"environments":["Desert","Grassland","Hills","Abyss"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_lamia/"},{"slug":"oni","desc":"","name":"Oni","size":"Large","type":"Giant","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"chain mail","hit_points":110,"hit_dice":"13d10+39","speed":{"walk":30,"fly":30},"strength":19,"dexterity":11,"constitution":16,"intelligence":14,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":3,"constitution_save":6,"intelligence_save":null,"wisdom_save":4,"charisma_save":5,"perception":4,"skills":{"arcana":5,"deception":8,"perception":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Giant","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The oni makes two attacks, either with its claws or its glaive."},{"name":"Claw (Oni Form Only)","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"1d8","damage_bonus":4},{"name":"Glaive","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.","attack_bonus":7,"damage_dice":"2d10","damage_bonus":4},{"name":"Change Shape","desc":"The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Innate Spellcasting","desc":"The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:\n\nAt will: darkness, invisibility\n1/day each: charm person, cone of cold, gaseous form, sleep"},{"name":"Magic Weapons","desc":"The oni's weapon attacks are magical."},{"name":"Regeneration","desc":"The oni regains 10 hit points at the start of its turn if it has at least 1 hit point."}],"spell_list":["https://api.open5e.com/v2/spells/darkness/?format=json","https://api.open5e.com/v2/spells/invisibility/?format=json","https://api.open5e.com/v2/spells/charm-person/?format=json","https://api.open5e.com/v2/spells/cone-of-cold/?format=json","https://api.open5e.com/v2/spells/gaseous-form/?format=json","https://api.open5e.com/v2/spells/sleep/?format=json"],"page_no":336,"environments":["Urban","Forest"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_oni/"},{"slug":"sprite","desc":"","name":"Sprite","size":"Tiny","type":"Fey","subtype":"","group":null,"alignment":"neutral good","armor_class":15,"armor_desc":"leather armor","hit_points":2,"hit_dice":"1d4","speed":{"walk":10,"fly":40},"strength":3,"dexterity":18,"constitution":10,"intelligence":14,"wisdom":13,"charisma":11,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 13","languages":"Common, Elvish, Sylvan","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Longsword","desc":"Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","attack_bonus":2,"damage_bonus":1},{"name":"Shortbow","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.","attack_bonus":6,"damage_bonus":1},{"name":"Heart Sight","desc":"The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw."},{"name":"Invisibility","desc":"The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":348,"environments":["Swamp","Forest","Feywild"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_sprite/"},{"slug":"young-blue-dragon","desc":"","name":"Young Blue Dragon","size":"Large","type":"Dragon","subtype":"","group":"Blue Dragon","alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":40,"burrow":40,"fly":80},"strength":21,"dexterity":10,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":4,"constitution_save":8,"intelligence_save":null,"wisdom_save":5,"charisma_save":7,"perception":9,"skills":{"perception":9,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 19","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.","attack_bonus":9,"damage_dice":"2d10+1d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":9,"damage_dice":"2d6","damage_bonus":5},{"name":"Lightning Breath (Recharge 5-6)","desc":"The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":283,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-blue-dragon/"},{"slug":"young-bronze-dragon","desc":"","name":"Young Bronze Dragon","size":"Large","type":"Dragon","subtype":"","group":"Bronze Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":142,"hit_dice":"15d10+60","speed":{"walk":40,"fly":80,"swim":40},"strength":21,"dexterity":10,"constitution":19,"intelligence":14,"wisdom":13,"charisma":17,"strength_save":null,"dexterity_save":3,"constitution_save":7,"intelligence_save":null,"wisdom_save":4,"charisma_save":6,"perception":7,"skills":{"insight":4,"perception":7,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 17","languages":"Common, Draconic","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.","attack_bonus":8,"damage_dice":"2d10","damage_bonus":5},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","attack_bonus":8,"damage_dice":"2d6","damage_bonus":5},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\n**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.","attack_bonus":0,"damage_dice":"10d10"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"The dragon can breathe air and water."}],"spell_list":[],"page_no":295,"environments":["Desert","Coastal"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-bronze-dragon/"},{"slug":"young-red-dragon","desc":"","name":"Young Red Dragon","size":"Large","type":"Dragon","subtype":"","group":"Red Dragon","alignment":"chaotic evil","armor_class":18,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40,"climb":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"perception":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"fire","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+1d6","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Fire Breath (Recharge 5-6)","desc":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","attack_bonus":0,"damage_dice":"16d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":288,"environments":["Hill","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-red-dragon/"},{"slug":"young-silver-dragon","desc":"","name":"Young Silver Dragon","size":"Large","type":"Dragon","subtype":"","group":"Silver Dragon","alignment":"lawful good","armor_class":18,"armor_desc":"natural armor","hit_points":168,"hit_dice":"16d10+80","speed":{"walk":40,"fly":80},"strength":23,"dexterity":10,"constitution":21,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":4,"constitution_save":9,"intelligence_save":null,"wisdom_save":4,"charisma_save":8,"perception":8,"skills":{"arcana":6,"history":6,"perception":8,"stealth":4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"cold","condition_immunities":"","senses":"blindsight 30 ft., darkvision 120 ft., passive Perception 18","languages":"Common, Draconic","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The dragon makes three attacks: one with its bite and two with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":10,"damage_dice":"2d10","damage_bonus":6},{"name":"Claw","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"2d6","damage_bonus":6},{"name":"Breath Weapons (Recharge 5-6)","desc":"The dragon uses one of the following breath weapons.\n**Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.\n**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.","attack_bonus":0,"damage_dice":"12d8"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":303,"environments":["Urban","Mountain"],"img_main":null,"document__slug":"wotc-srd","document__title":"5e Core Rules","document__license_url":"http://open5e.com/legal","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd","v2_converted_path":"/v2/creatures/srd_young-silver-dragon/"},{"slug":"angel-psychopomp","desc":"","name":"Angel, Psychopomp","size":"Medium","type":"Celestial","subtype":"","group":null,"alignment":"lawful neutral","armor_class":14,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d8+32","speed":{"walk":40,"fly":60},"strength":17,"dexterity":14,"constitution":18,"intelligence":14,"wisdom":16,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":6,"intelligence_save":null,"wisdom_save":5,"charisma_save":6,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"necrotic, radiant; nonmagic B/P/S weapons","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 120', passive Perception 15","languages":"all, telepathy 60'","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Lantern Flail attacks."},{"name":"Lantern Flail","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 8 (1d10+3) bludgeoning damage + 4 (1d8) radiant. A fiend or undead hit by this takes extra 10 (3d6) radiant."},{"name":"Divine Dictum (Recharge 5-6)","desc":"Unleashes a small portion of its creator's influence. Each creature of psychopomp's choice that it can see within 30' of it: 22 (5d8) radiant (DC 14 Wis half). Each charmed frightened or possessed creature of psychopomp's choice within 60' of it can choose to end the condition."},{"name":"Unmake Contract (1/Day)","desc":"Projects power/majesty of its patron deity. Creature it can see or hear within 60': freed of all liens on its soul."}],"bonus_actions":[{"name":"Spirit Usher (3/Day)","desc":"Wards a creature with divine power for 1 hr. While warded Celestials Fiends and Undead have disadvantage on attack rolls vs. the creature and creature can't be charmed frightened or possessed by them. Warded creature gains 11 temp hp and if slain can't be raised as an Undead for 1 year."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Death's Accomplice","desc":"When it deals radiant can choose to deal necrotic instead."},{"name":"Fiendish Countenance","desc":"When traveling planes of existence demons and devils are native to (ex: Hell the Abyss) psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses Divine Dictum Spirit Usher or Unmake Contract it is undetectable as a Celestial."},{"name":"Immortal Nature","desc":"Doesn't require food drink or sleep"},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":28,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_angel-psychopomp/"},{"slug":"black-shuck","desc":"","name":"Black Shuck","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":17,"armor_desc":"natural armor","hit_points":157,"hit_dice":"15d10+75","speed":{"walk":50},"strength":19,"dexterity":16,"constitution":21,"intelligence":14,"wisdom":17,"charisma":15,"strength_save":8,"dexterity_save":7,"constitution_save":9,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning","damage_immunities":"necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons","condition_immunities":"charmed, frightened","senses":"darkvision 90', truesight 60', passive Perception 13","languages":"understands Abyssal and Common but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic."},{"name":"Curse of the Grave","desc":"Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic."},{"name":"Fearsome Howl (Recharge 5-6)","desc":"Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration."}],"bonus_actions":[{"name":"Mist Stalker","desc":"In dim light fog or mist it takes the Hide action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Frenzy","desc":"Has advantage on attack rolls vs. any creature that doesn't have all its hp."},{"name":"Keen Hearing and Smell","desc":"Has advantage on Wis (Perception) checks that rely on hearing or smell."},{"name":"Water Walker","desc":"Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell."}],"spell_list":[],"page_no":59,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_black-shuck/"},{"slug":"bone-lord","desc":"","name":"Bone Lord","size":"Huge","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":285,"hit_dice":"30d12+90","speed":{"walk":40},"strength":21,"dexterity":15,"constitution":16,"intelligence":14,"wisdom":18,"charisma":18,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":1,"charisma_save":1,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"cold, lightning","damage_immunities":"necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 90', passive Perception 20 ","languages":"Common","challenge_rating":"19","cr":19.0,"actions":[{"name":"Multiattack","desc":"Four Claws. Can replace one with one Tail attack."},{"name":"Claw","desc":"Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target."},{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Sovereign's Onslaught","desc":"Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks."},{"name":"Sovereign's Reprisal","desc":"Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction."},{"name":"Call Servants (2)","desc":"Uses Servants of Death."},{"name":"Fling (2)","desc":"Uses Fling."}],"special_abilities":[{"name":"Death-Infused Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Master Tactician","desc":"It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated."},{"name":"Rejuvenation","desc":"As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body."},{"name":"Turning","desc":"[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Tail","desc":"Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord."},{"name":"Fling","desc":"One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone."},{"name":"Servants of Death","desc":"The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8."},{"name":"Pattern of Death (Recharge 6)","desc":"Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt."}],"spell_list":[],"page_no":65,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_bone-lord/"},{"slug":"demon-vetala","desc":"","name":"Demon, Vetala","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"","hit_points":114,"hit_dice":"12d8+60","speed":{"walk":40},"strength":10,"dexterity":20,"constitution":20,"intelligence":14,"wisdom":16,"charisma":17,"strength_save":null,"dexterity_save":8,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"radiant","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, poisoned","senses":"darkvision 60', passive Perception 16","languages":"Abyssal, Common, telepathy 120'","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks."},{"name":"Claws","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 12 (2d6+5) slashing damage + 9 (2d8) necrotic."},{"name":"Raise Corpse","desc":"One Humanoid corpse it can see within 30' of it rises as a skeleton or zombie (vetala's choice) under vetala's control."}],"bonus_actions":[{"name":"Command Corpse","desc":"Commands one Undead under its control that it can see to make a weapon attack as reaction. If so has advantage."}],"reactions":[{"name":"Corpse Detonation","desc":"When Undead under its control is reduced to 0 hp vetala can force it to explode. Each creature that isn't Undead or vetala within 5 ft. of exploding Undead: 10 (3d6) bludgeoning damage (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison (DC 15 Dex half)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Corpse Stride","desc":"Once on its turn use 10 ft. of move to step magically into one corpse/Undead within reach and emerge from 2nd within 60' of 1st appearing in unoccupied space within 5 ft. of 2nd."},{"name":"Graveyard Walker","desc":"Difficult terrain composed of tombstones grave dirt corpses or other objects or features common to graveyards and necropolises doesn't cost it extra move and it can move through graveyard objects and structures (ex: sarcophagus mausoleum) as if difficult terrain. It takes 5 (1d10) force if it ends turn inside object."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Master of Undeath","desc":"Humanoid it kills or Undead it controls rises in 1 min as skeleton/zombie (vetala's choice) unless Humanoid restored to life or body destroyed. Max 20 total under its control at a time."},{"name":"Shepherd of Death","desc":"When an Undead under the vetala's control hits with any weapon the weapon deals an extra 4 (1d8) necrotic."}],"spell_list":[],"page_no":112,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_demon-vetala/"},{"slug":"devil-infernal-tutor-lesser","desc":"","name":"Devil, Infernal Tutor, Lesser","size":"Medium","type":"Fiend","subtype":"","group":null,"alignment":"lawful evil","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"17d8+34","speed":{"walk":30},"strength":10,"dexterity":16,"constitution":15,"intelligence":14,"wisdom":17,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":5,"intelligence_save":5,"wisdom_save":6,"charisma_save":7,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"cold; nonmagic B/P/S attacks not made w/silver weapons","damage_immunities":"fire, poison ","condition_immunities":"charmed, frightened, poisoned ","senses":"darkvision 120 ft, passive Perception 13 ","languages":"Common, Infernal, telepathy 120'","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Claws or Tutor's Batons or one Claw and two Tutor's Batons. It can replace one attack with Spellcasting."},{"name":"Claw (True Form Only)","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 12 (2d8+3) slashing damage."},{"name":"Tutor's Baton","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Fiendish Tutelage (Recharge 5-6)","desc":"Speaks fiendish teachings. Each creature within 15 ft. and can hear it: 35 (10d6) psychic (DC 15 Cha half)."},{"name":"Spellcasting","desc":"Cha (DC 15) no material components: At will: bane calm emotions detect thoughts3/day ea: command enthrall suggestion1/day: compulsion"}],"bonus_actions":[{"name":"Change Shape","desc":"Magically transforms into Small or Med Humanoid or back into its true fiendish form. Its stats except size are same in each form. Items worn/carried aren't transformed. Reverts on death."}],"reactions":[{"name":"Strength of Character","desc":"On successful save responds with magic insult if source is creature within 60'. Creature: 7 (2d6) psychic disadvantage on next save vs. tutor's spell (DC 15 Wis negates both)."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Devil's Sight","desc":"Magical darkness doesn't impede its darkvision."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Weaken Resolve","desc":"Its speech has subtle enchantments that make it seem logical or profound regardless of words used. Has advantage on Cha (Deception and Persuasion) vs. Humanoids. If tutor spends 1+ min conversing with Humanoid creature has disadvantage on saves vs. tutor's Fiendish Indoctrination and enchantment spells tutor casts."}],"spell_list":[],"page_no":120,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_devil-infernal-tutor-lesser/"},{"slug":"dragon-prismatic-wyrmling","desc":"","name":"Dragon, Prismatic Wyrmling","size":"Medium","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":39,"hit_dice":"6d8+12","speed":{"walk":30,"climb":15},"strength":15,"dexterity":10,"constitution":15,"intelligence":14,"wisdom":12,"charisma":13,"strength_save":null,"dexterity_save":2,"constitution_save":4,"intelligence_save":null,"wisdom_save":3,"charisma_save":3,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"radiant","condition_immunities":"blinded","senses":"blindsight 10', darkvision 60', passive Perception 15","languages":"Draconic","challenge_rating":"2","cr":2.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (1d10+2) piercing damage."},{"name":"Light Beam (Recharge 5-6)","desc":"The prismatic dragon emits a beam of white light in a 30' line that is 5 ft. wide. All in line make a DC 12 Dex save taking 18 (4d8) radiant on a failed save or half damage if made."},{"name":"Spellcasting","desc":"Int (DC 12) no material components: At will: dancing lights1/day ea: charm person color spray"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":140,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-prismatic-wyrmling/"},{"slug":"dragon-sand-adult","desc":"","name":"Dragon, Sand Adult","size":"Huge","type":"Dragon","subtype":"","group":null,"alignment":"neutral evil","armor_class":20,"armor_desc":"natural armor","hit_points":270,"hit_dice":"20d12+140","speed":{"walk":40,"burrow":30,"fly":80},"strength":24,"dexterity":12,"constitution":25,"intelligence":14,"wisdom":18,"charisma":16,"strength_save":null,"dexterity_save":7,"constitution_save":1,"intelligence_save":null,"wisdom_save":1,"charisma_save":9,"perception":4,"skills":{"perception":4},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"fire","condition_immunities":"blinded","senses":"blindsight 60', darkvision 120', passive Perception 26","languages":"Common, Draconic, Terran","challenge_rating":"18","cr":18.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and two Claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +13 to hit, 10 ft., one target, 18 (2d10+7) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +13 to hit, 5 ft., one target, 14 (2d6+7) slashing damage."},{"name":"Tail","desc":"Melee Weapon Attack: +13 to hit, 15 ft., one target, 16 (2d8+7) slashing damage."},{"name":"Frightful Presence","desc":"All it picks within 120' and aware of it frightened 1 min (DC 17 Wis negates) Can re-save at end of each of its turns. Save/effect ends: immune 24 hrs."},{"name":"Breath Weapon (Recharge 5-6)","desc":"Uses one of the following:Sand Blast. Exhales superheated sand in a 60' cone. Each creature in area: 27 (5d10) piercing damage and 27 (5d10) fire (DC 21 Dex half). If a creature fails its save by 5+ it suffers one level of exhaustion as it dehydrates.Blinding Sand. Breathes fine sand in a 60' cone. Each creature in area: blinded for 1 min (DC 21 Con negates). Blinded creature can take an action to clear its eyes of sand ending effect for it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Detect","desc":"Makes a Wis (Perception) check."},{"name":"Tail Attack","desc":"Makes a tail attack."},{"name":"Wing Attack (2)","desc":"All within 15 feet: 14 (2d6+7) bludgeoning damage and knocked prone (DC 21 Wis negates). Can then fly up to half its fly speed."}],"special_abilities":[{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Sand Camouflage","desc":"Advantage: Dex (Stealth) to hide in sandy terrain."},{"name":"Sandy Nature","desc":"Is infused with elemental power and it requires only half the air food and drink that a typical dragon if its size needs."},{"name":"Stinging Sand","desc":"1st time it hits target with melee weapon attack target: disadvantage attacks/ability checks til its next turn ends (DC 21 Con)."}],"spell_list":[],"page_no":144,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_dragon-sand-adult/"},{"slug":"equitox","desc":"","name":"Equitox","size":"Large","type":"Fiend","subtype":"","group":null,"alignment":"chaotic evil","armor_class":15,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":40},"strength":20,"dexterity":13,"constitution":20,"intelligence":14,"wisdom":12,"charisma":15,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":7,"wisdom_save":6,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"cold, fire, lightning; nonmagic B/P/S attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, frightened, exhaustion, poisoned","senses":"darkvision 60', truesight 30', passive Perception 16","languages":"Abyssal, Celestial, Common, Infernal","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"Two Gores. If it hits one creature with both target: DC 18 Con save or contract gullylung fever disease (see above)."},{"name":"Gore","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 18 (2d12+5) piercing damage + 10 (3d6) necrotic."},{"name":"Evaporation Wave (Recharge 6)","desc":"Exhales hot dry breath in a 60' cone. Each creature in the area that isn't a Construct or Undead: 22 (5d8) fire and 22 (5d8) necrotic (DC 18 Con half). In addition any water in the area that isn't being worn or carried evaporates."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":[{"name":"Teleport","desc":"With items it has up to 60' to unoccupied space it can see."},{"name":"Withering Gaze (2)","desc":"Locks eyes with one creature within 60' that can see it. Target: DC 18 Wis or stunned by thirst until end of its next turn."},{"name":"Gore (2)","desc":"Makes one Gore attack."}],"special_abilities":[{"name":"Befouling Aura","desc":"At each of its turns' start all within 30': disadvantage on next attack/ability check as moisture within it is diseased (DC 18 Con negates). If creature spends 1+ min in equitox's aura or drinks water within aura: contract gullylung fever disease (below; DC 18 Con negates). Creatures immune to poisoned are immune to this."},{"name":"Gullylung Fever","desc":"Creature infected with this disease manifests symptoms 1d4 days after infection: difficulty breathing dehydration and water-themed nightmares. Until cured at end of each long rest infected creature must make DC 18 Con save or its Str score is reduced by 1d4. Reduction lasts until creature finishes long rest after disease is cured. If disease reduces creature's Str to 0 creature dies. A creature that succeeds on two saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":171,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_equitox/"},{"slug":"gremlin-bilge-bosun","desc":"","name":"Gremlin, Bilge Bosun","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural","hit_points":60,"hit_dice":"11d6+22","speed":{"walk":30,"climb":20,"swim":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":11,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 120', passive Perception 10","languages":"Aquan, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Bite and two Makeshift Weapon attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) piercing damage + 5 (2d4) poison and the target must make DC 13 Con save or contract the sewer plague disease."},{"name":"Makeshift Weapon","desc":"Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 20/60' one target 6 (1d6+3) bludgeoning damage P or S."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Aura of Mechanical Mishap","desc":"The bilge gremlin's presence interferes with nonmagical objects that have moving parts such as clocks crossbows or hinges within 20' of it. Such objects that aren't being worn or carried malfunction while within the aura and if in the aura for more than 1 min they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts roll a d6. On a 4 5 or 6 weapons such as crossbows or firearms misfire and jam and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Int check."},{"name":"Filth Dweller","desc":"The bilge gremlin is immune to disease."}],"spell_list":[],"page_no":219,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_gremlin-bilge-bosun/"},{"slug":"hag-brine","desc":"","name":"Hag, Brine","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8 +60","speed":{"walk":15,"swim":40},"strength":17,"dexterity":12,"constitution":16,"intelligence":14,"wisdom":16,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, poisoned","senses":"darkvision 120', passive Perception 17","languages":"Aquan, Common, Sylvan","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"Two Claw attacks and one Tail Slap attack."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 12 (2d8+3) slashing damage + 7 (2d6) poison. Target incapacitated until the end of its next turn (DC 16 Con not incapacitated). If it fails the save by 5+ it is paralyzed instead."},{"name":"Tail Slap","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 16 (2d12 +3) bludgeoning damage and target must make DC 16 Str save or pushed up to 10 ft. away from the hag."},{"name":"Shriek (Recharge 5-6)","desc":"Unleashes a painful screeching in a 30' cone. Each creature in the area: 33 (6d10) thunder and is stunned until the end of its next turn (DC 16 Con half damage and isn't stunned)."},{"name":"Denizens of the Deep (1/Day)","desc":"Magically calls 4 reef sharks 2 swarms of quippers or 1 Beast of up to CR 2 with swim speed. Arrive in 1d4 rounds act as hag allies obeying her spoken commands. Beasts stay 1 hr until hag dies or until hag dismisses them as bonus action."},{"name":"Spellcasting","desc":"Cha (DC 16) no material components: At will: minor illusion  • 3/day ea: charm person major image1/day: control water"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Amphibious","desc":"Can breathe air and water."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Polluted Aura","desc":"Each creature in same water as hag and that starts its turn within 20' of hag: poisoned while within aura and for 1 min after it leaves (DC 16 Con not poisoned). A poisoned creature that starts its turn outside aura can re-save success ends effect on itself."},{"name":"Skilled Submariner","desc":"Advantage on Wis (Perception) and Wis (Survival) checks to find creatures and objects underwater. Has advantage on Dex (Stealth) checks made to hide while underwater."},{"name":"Speak with Aquatic Creatures","desc":"Communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language."}],"spell_list":[],"page_no":225,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_hag-brine/"},{"slug":"kobold-ghost-hunter","desc":"","name":"Kobold, Ghost Hunter","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"lawful neutral","armor_class":18,"armor_desc":"studded leather","hit_points":176,"hit_dice":"32d6+64","speed":{"walk":30},"strength":12,"dexterity":22,"constitution":15,"intelligence":14,"wisdom":20,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"","condition_immunities":"charmed, frightened, paralyzed","senses":"darkvision 60', passive Perception 19","languages":"Common, Draconic, + any two languages","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Shortsword or Hand Crossbow attacks. It can replace one attack with Flame Jet attack."},{"name":"Shortsword","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 9 (1d6+6) piercing damage + 13 (9d8) radiant."}],"bonus_actions":[{"name":"Grappling Hook (Recharge 4-6)","desc":"The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60' of it and is pulled to an unoccupied space within 5 ft. of the target with o provoking opportunity attacks."},{"name":"Elusive Hunter","desc":"Takes the Dodge or Hide action."}],"reactions":[{"name":"Flame Burst","desc":"When a hostile creature enters a space within 5 ft. of the ghost hunter the hunter can release a burst of fire from its clockwork hand. The creature must make DC 17 Dex save or take 7 (2d6) fire and have disadvantage on the next attack roll it makes vs. the ghost hunter before the end of the ghost hunter's next turn."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blessed Weapons","desc":"Its weapon attacks are magical. When the hunter hits with any weapon the weapon deals an extra 3d8 radiant (included in the attack)."},{"name":"Ethereal Sight","desc":"Can see 60' into the Ethereal Plane when it is on the Material Plane and vice versa."},{"name":"Hidden Hunter","desc":"While the ghost hunter remains motionless it is invisible to Undead."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."},{"name":"Undead Hunter","desc":"Advantage on Wis (Perception) and Wis (Survival) checks to find and track Undead."},{"name":"Hand Crossbow","desc":"Ranged Weapon Attack: +10 to hit 30/120' one target 9 (1d6+6) piercing damage + 13 (3d8) radiant."},{"name":"Flame Jet","desc":"Melee or Ranged Spell Attack: +8 to hit 5 ft. or range 60' one target 18 (4d6+4) fire. If the target is a creature or a flammable object that isn't being worn or carried it ignites. Until a creature takes an action to douse the fire the target takes 5 (1d10) fire at the start of each of its turns."},{"name":"Holy Strike (Recharge 5-6)","desc":"The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30' of the ghost hunter must make a DC 17 Dex save taking 36 (8d8) radiant on a failed save or half damage if made. If an Undead fails the save it is also stunned until the end of its next turn."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_kobold-ghost-hunter/"},{"slug":"kobold-planes-hunter","desc":"","name":"Kobold, Planes Hunter","size":"Small","type":"Humanoid","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"breastplate","hit_points":181,"hit_dice":"33d6+66","speed":{"walk":30},"strength":18,"dexterity":17,"constitution":15,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, restrained","senses":"darkvision 60', passive Perception 16","languages":"Common, Draconic, + any two languages","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Three Longsword attacks."},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 8 (1d8+4) slashing damage or 9 (1d10+4) slashing damage if used with two hands + 13 (3d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement)."},{"name":"Warping Whirlwind (Recharge 5-6)","desc":"Bends reality around it slicing nearby creatures with sword strikes from across the planes. Each creature within 10 ft. of the planes hunter must make a DC 16 Dex save taking 18 (4d8) slashing damage and 18 (4d8) acid cold fire lightning necrotic radiant or thunder (see Planar Attunement) on a failed save or half damage if made."},{"name":"Planar Traveler (1/Day)","desc":"Can transport itself to a different plane of existence. This works like the plane shift spell except hunter can only affect itself and can't use this action to banish an unwilling creature to another plane."}],"bonus_actions":[{"name":"Planar Step","desc":"Teleports along with any equipment up to 30' to an unoccupied spot it sees. Glowing swirls of elemental energy appear at origin and destination when it uses this."}],"reactions":[{"name":"Parry","desc":"+ 4 to its AC vs. one melee attack that would hit it if it can see attacker and wielding melee weapon."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."},{"name":"Planar Attunement","desc":"At the start of each of its turns it chooses one of the following damage types: acid cold fire lightning necrotic radiant or thunder. It has resistance to the chosen damage type until start of its next turn."},{"name":"Planar Weapons","desc":"Its weapon attacks are magical. When it hits with any weapon weapon deals extra 3d8 damage of the type chosen with Planar Attunement (included below)."},{"name":"Planes Hunter","desc":"Has advantage on Wis (Perception) and Wis (Survival) checks to find and track Celestials Fiends and Elementals."},{"name":"Snaring Blade","desc":"If it scores a critical hit vs. a creature target can't use any method of extradimensional movement including teleportation or travel to a different plane of existence for 1 min. The creature can make a DC 16 Cha save at the end of each of its turns ending effect on itself on a success."},{"name":"Sunlight Sensitivity","desc":"In sunlight disadvantage on attacks and Wis (Perception) checks that use sight."}],"spell_list":[],"page_no":254,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_kobold-planes-hunter/"},{"slug":"npc:-merchant-captain","desc":"","name":"Npc: Merchant Captain","size":"Medium","type":"Humanoid","subtype":"","group":null,"alignment":"any alignment","armor_class":15,"armor_desc":"studded leather","hit_points":104,"hit_dice":"19d8+19","speed":{"walk":30},"strength":9,"dexterity":16,"constitution":13,"intelligence":14,"wisdom":13,"charisma":18,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":7,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"passive Perception 14","languages":"Common + any two languages","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Uses Fast Talk then three Rapier or Quip attacks. It can replace one attack with use of Spellcasting."},{"name":"Rapier","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) piercing damage + 7 (2d6) poison."},{"name":"Quip","desc":"Ranged Spell Attack: +7 to hit, 60 ft., one target, 14 (3d6+4) psychic."},{"name":"Fast Talk","desc":"The merchant captain baffles a creature it can see within 30' of it with barrage of jargon quick speech and big words. The target must make DC 15 Cha save or have disadvantage on the next Wis save it makes before the end of the merchant captain's next turn."},{"name":"Spellcasting","desc":"Cha (DC 15): At will: comprehend languages mage hand mending3/day ea: calm emotions enthrall heroism1/day ea: confusion freedom of movement"}],"bonus_actions":null,"reactions":[{"name":"Inspiration (4/Day)","desc":"When a creature within 30' of the merchant captain fails an attack roll ability check or save the captain can force it to reroll the die. The target must use the new roll."}],"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":410,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_npc-merchant-captain/"},{"slug":"rafflesian","desc":"","name":"Rafflesian","size":"Small","type":"Plant","subtype":"","group":null,"alignment":"unaligned","armor_class":17,"armor_desc":"natural armor","hit_points":136,"hit_dice":"16d6+80","speed":{"walk":15},"strength":18,"dexterity":8,"constitution":20,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"understands the languages of its host companion but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"3 Vine Whips. Can replace 1 attack with Blood Root use."},{"name":"Vine Whip","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 17 (3d8+4) slashing damage."},{"name":"Blood Root","desc":"Launches a root toward one creature it can see within 30' of it. The creature must make DC 15 Dex save or take 14 (4d6) necrotic as the rafflesian drains blood from it. The rafflesian or the host (the rafflesian's choice) then regains hp equal to damage taken."}],"bonus_actions":null,"reactions":[{"name":"Last Resort","desc":"When host dies rafflesian can reanimate it up to 10 days if body is still intact. During this time host protected from decay and can't become undead. Rafflesian can use bonus action to cause host to move as in life but host can't take other actions. If host could speak in life rafflesian can speak with host's voice. Host reanimated this way can be restored to life by any spell capable of that."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Symbiote","desc":"Can bond with willing Humanoid creature that remains in physical contact with it for 10 min. While bonded this way host gains +2 bonus to AC and saves and resistance to all damage and rafflesian's speed is 0 moving with host when it moves. Each time host takes damage rafflesian takes same amount. If host is subjected to effect that would force it to save host can use its save bonuses or rafflesian's. If both are subjected to same effect only one is affected rafflesian's choice. Rafflesian and host otherwise retain their own stats and take separate turns. Rafflesian and host can't be separated unless rafflesian chooses to terminate connection. Rafflesian can detach itself safely from host over course of 1 hr or can detach itself from creature as an action which immediately kills host."},{"name":"Symbiotic Thought","desc":"Bonded it and host communicate telepathically."}],"spell_list":[],"page_no":327,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_rafflesian/"},{"slug":"veritigibbet","desc":"","name":"Veritigibbet","size":"Small","type":"Fey","subtype":"","group":null,"alignment":"chaotic neutral","armor_class":14,"armor_desc":"","hit_points":63,"hit_dice":"14d6+14","speed":{"walk":30,"fly":60},"strength":9,"dexterity":19,"constitution":12,"intelligence":14,"wisdom":11,"charisma":19,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks not made w/cold iron weapons","damage_immunities":"","condition_immunities":"charmed, frightened","senses":"passive Perception 10","languages":"Common, Elvish, Sylvan","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Repartee attacks."},{"name":"Repartee","desc":"Melee or Ranged Spell Attack: +6 to hit 5 ft. or range 60' one target 14 (3d6+4) psychic."},{"name":"Blather","desc":"Asks a question of a creature it can see within 30' of it. Target must make a DC 14 Wis save. Fail: target must either answer the question truthfully and completely or have disadvantage on all attack rolls saves and ability checks for the next 1 hr cumulatively increasing in duration each time the target fails the save and chooses to take disadvantage. If the target chooses to answer the question it can't dissemble or omit information relevant to the question being answered. Success: veritigibbet takes 3 (1d6) psychic. Creatures that are immune to being charmed aren't affected by this."},{"name":"Veiled Escape (1/Day)","desc":"Teleports along with any equipment worn or carried up to 120' to an unoccupied spot it sees. becoming invisible when it arrives at the destination."}],"bonus_actions":null,"reactions":[{"name":"Liar Liar","desc":"When a creature lies while within 30' of the veritigibbet that creature: 3 (1d6) fire and it ignites (DC 14 Dex negates). Until creature uses action to douse the fire target takes 3 (1d6) fire at start of each of its turns."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fortissimo Fibber","desc":"Can't be magically silenced or forced to tell the truth by any means and it knows if it hears a lie."},{"name":"Ventriloquist","desc":"Can make its voice sound as though it originates from any point it can see within 60' of it."}],"spell_list":[],"page_no":384,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_veritigibbet/"},{"slug":"zilaq","desc":"","name":"Zilaq","size":"Tiny","type":"Dragon","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":82,"hit_dice":"15d4+45","speed":{"walk":30,"fly":60},"strength":8,"dexterity":14,"constitution":16,"intelligence":14,"wisdom":10,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":4,"wisdom_save":null,"charisma_save":4,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"thunder","condition_immunities":"","senses":"passive Perception 10","languages":"Common, Draconic","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"Two Bite attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) piercing damage."},{"name":"Sonic Yelp (Recharge 5-6)","desc":"Each creature within 60' of it and can hear it: 21 (6d6) thunder (DC 13 Con half). "},{"name":"Enthralling Speech (2/Day)","desc":"Each creature within 60' of it and can hear it: charmed for 1 min (DC 13 Wis negates). While charmed creature suffers either (zilaq's choice): Creature becomes hostile toward another creature of the zilaq's choice that is also charmed by the zilaq.Creature rolls d100 at start of each of its turns. If result is 51-100 it can take no action until start of its next turn."},{"name":"Phantasmal Oratory (1/Day)","desc":"Describes a creature so vividly it takes on a semblance of reality. Zilaq creates an illusory creature that resembles a Beast Monstrosity or Plant with CR 1 or less for 1 hr. The illusory creature moves and acts according to zilaq's mental direction and takes its turn immediately after zilaq; uses statistics of creature it resembles except it can't use traits actions or spells that force target to save."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Eidetic Memory","desc":"Remembers everything it hears or reads. It has advantage on Int (Arcana) and Int (History) checks."},{"name":"Two-Headed","desc":"Advantage on Wis (Perception) checks and on saves vs. being blinded charmed deafened frightened stunned and knocked unconscious."}],"spell_list":[],"page_no":399,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_zilaq/"},{"slug":"zombie-voidclaw","desc":"","name":"Zombie, Voidclaw","size":"Small","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":14,"armor_desc":"natural armor","hit_points":143,"hit_dice":"26d6+52","speed":{"walk":40,"climb":20},"strength":11,"dexterity":18,"constitution":15,"intelligence":14,"wisdom":6,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-2,"skills":{"perception":-2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison","condition_immunities":"poisoned","senses":"darkvision 60', passive Perception 8","languages":"Common, Void Speech","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Void Claw or Void Bolt attacks."},{"name":"Void Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) slashing damage + 7 (2d6) necrotic. If target is creature other than Construct or Undead must make DC 15 Con save or take 3 (1d6) necrotic at start of each of its turns as wound burns with Void energy. Any creature can use action to purge energy from wound via DC 12 Int (Arcana) check. Energy also leaves the wound if target receives magical healing ending the effect."},{"name":"Void Bolt","desc":"Ranged Spell Attack: +5 to hit, 120 ft., one target, 16 (4d6+2) necrotic."}],"bonus_actions":[{"name":"Nimble Fighter","desc":"Takes Dash or Disengage action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Erratic Movement","desc":"Opportunity attacks vs. the voidclaw zombie are made with disadvantage."},{"name":"Turn Resistance","desc":"Advantage: saves vs. turn undead effects."},{"name":"Undead Fortitude","desc":"If damage reduces the zombie to 0 hp it must make a Con save with DC of 5+the damage taken unless the damage is radiant or from a critical hit. On a success the zombie drops to 1 hp instead."},{"name":"Undead Nature","desc":"Doesn't require air food drink or sleep."}],"spell_list":[],"page_no":401,"environments":[],"img_main":null,"document__slug":"tob3","document__title":"Tome of Beasts 3","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/","v2_converted_path":"/v2/creatures/tob3_zombie-voidclaw/"},{"slug":"ashen-custodian","desc":"A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth._  \n**Wardens of Wildfire.** This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, Open Game License","name":"Ashen Custodian","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":null,"hit_points":99,"hit_dice":"18d8+18","speed":{"walk":30},"strength":10,"dexterity":21,"constitution":12,"intelligence":14,"wisdom":15,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"nature":5,"perception":5},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire","condition_immunities":"","senses":"darkvision 60 ft., passive Perception 15","languages":"Elvish, Sylvan","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The ashen custodian makes two cleansing strike attacks."},{"name":"Cleansing Strike","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) 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.","attack_bonus":8,"damage_dice":"1d8+5"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fire Controller","desc":"As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn."},{"name":"Forest Cleanser","desc":"When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage."},{"name":"Magic Resistance","desc":"The ashen custodian has advantage on saving throws against spells and other magical effects."},{"name":"Warming Presence","desc":"When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp."},{"name":"Innate Spellcasting","desc":"The ashen custodian's innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components:\nAt will: druidcraft, produce flame\n3/day each: burning hands, cure wounds, flame blade, fog cloud\n1/day each: conjure elemental (fire elemental only), wall of fire"}],"spell_list":[],"page_no":29,"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_ashen-custodian/"},{"slug":"astral-devourer","desc":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes._  \nWhen enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting.  \n**All for the Whole.** The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed.  \n**Planar Hunters.** Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","name":"Astral Devourer","size":"Medium","type":"Aberration","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":90,"hit_dice":"12d8+36","speed":{"fly":30,"hover":true,"walk":30},"strength":13,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":5,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6,"stealth":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison, psychic","condition_immunities":"grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"darkvision 60 ft., passive Perception 16","languages":"Deep Speech, Void Speech","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The astral devourer makes two melee attacks."},{"name":"Hungering Serpents","desc":"Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm's space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage.","attack_bonus":7,"damage_dice":"2d8"},{"name":"Serpent Spray (Recharge 6)","desc":"The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray."}],"bonus_actions":null,"reactions":[{"name":"Divide","desc":"When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind."},{"name":"Recombine","desc":"When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer's hp can't exceed the normal hp maximum of a Medium astral devourer."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The astral devourer's individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can't be surprised."},{"name":"Magic Resistance","desc":"The astral devourer has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The astral devourer can occupy another creature's space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":30,"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_astral-devourer/"},{"slug":"bone-colossus","desc":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation._  \n**Bone Colossuses.** In a tome of deranged ramblings, the writer theorized how “posthumes”— the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the Open Game License","name":"Bone Colossus","size":"Gargantuan","type":"Undead","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":181,"hit_dice":"11d20+66","speed":{"walk":30},"strength":24,"dexterity":11,"constitution":22,"intelligence":14,"wisdom":16,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":11,"intelligence_save":null,"wisdom_save":8,"charisma_save":null,"perception":8,"skills":{"intimidation":13,"perception":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"necrotic, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 120 ft., passive Perception 18","languages":"Common, Darakhul","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The bone colossus makes two attacks."},{"name":"Thunderous Slam (Colossus Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.","attack_bonus":12,"damage_dice":"4d10+7"},{"name":"Razor Teeth (Swarm Form Only)","desc":"Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hp or fewer.","attack_bonus":12,"damage_dice":"6d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Collective Mind","desc":"The bone colossus' individual posthumes are connected via a hive mind. It can telepathically communicate with any of its individual posthumes within 50 miles of it, and it can't be surprised. If the bone colossus is reduced to half its hp or fewer, its Intelligence score is reduced to 1."},{"name":"Siege Monster","desc":"The bone colossus deals double damage to objects and structures."},{"name":"Swarm Form","desc":"A bone colossus can use its action to split into four individual swarms of tiny bone posthumes. Each swarm has an hp total equal to the bone colossus' hp divided by 4 (rounded down), and all are affected by any conditions, spells, and other magical effects that affected the bone colossus. The swarms act on the same initiative count as the bone colossus did and occupy any unoccupied space that previously contained the bone colossus. A bone swarm can occupy another creature's space and vice versa, and the swarm can move through a space as narrow as 1 foot wide without squeezing. A swarm can't regain hp or gain temporary hp.\n\nAs an action, the swarms can reform into a single bone colossus as long as all surviving swarms are within 5 feet of each other. The reformed bone colossus' hp total is equal to the combined remaining hp of the swarms, and the bone colossus is affected by any conditions, spells, and other magical effects currently affecting any of the swarms. It occupies any unoccupied space that previously contained at least one of the swarms that formed it."},{"name":"Turn Resistance","desc":"The bone colossus has advantage on saving throws against any effect that turns undead."}],"spell_list":[],"page_no":267,"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_bone-colossus/"},{"slug":"cadaver-sprite","desc":"The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth._  \n**Punished Fey.** Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups.  \n**Retain Elements of Individuality.** Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness.  \n**Deathspeakers.** For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by Open Game License","name":"Cadaver Sprite","size":"Tiny","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":14,"armor_desc":null,"hit_points":20,"hit_dice":"8d4","speed":{"walk":20},"strength":5,"dexterity":18,"constitution":10,"intelligence":14,"wisdom":13,"charisma":8,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":8},"damage_vulnerabilities":"bludgeoning","damage_resistances":"","damage_immunities":"poison","condition_immunities":"exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Shortbow","desc":"Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.","attack_bonus":6,"damage_dice":"1d6+4"},{"name":"Corrupting Bite","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) necrotic damage, and the target must make a DC 12 Constitution saving throw or take 2 (1d4) necrotic damage at the start of its next turn.","attack_bonus":6,"damage_dice":"1d4+4"},{"name":"Invisibility","desc":"The cadaver sprite magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":null,"spell_list":[],"page_no":55,"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_cadaver-sprite/"},{"slug":"crinaea","desc":"A beautiful figure made of water and plants steps from the lake and smiles._  \nCrinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains.  \n**Water-bound Fey.** Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies.  \n**Friendly but Poisonous.** One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.","name":"Crinaea","size":"Medium","type":"Fey","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":null,"hit_points":44,"hit_dice":"8d8+8","speed":{"swim":60,"walk":30},"strength":11,"dexterity":16,"constitution":12,"intelligence":14,"wisdom":12,"charisma":17,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":5},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison","condition_immunities":"poisoned","senses":"darkvision 60 ft., passive Perception 13","languages":"Common, Sylvan","challenge_rating":"2","cr":2.0,"actions":[{"name":"Dagger","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage.","attack_bonus":5,"damage_dice":"1d4+3"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Crinaea's Curse","desc":"The crinaea can sense water within 300 feet of it that was drawn from its bonded source within the last 24 hours. As a bonus action, the crinaea can poison up to 1 gallon of water within 300 feet of it that was drawn from its bonded source. This can even affect water that has been used to make another nonmagical substance, such as soup or tea, or water that was consumed within the last 30 minutes. The poison can affect a target through contact or ingestion. A creature subjected to this poison must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn't poisoned."},{"name":"Water-bound Form","desc":"The crinaea is bound to its water source. If the crinaea is separated from its water source for more than 24 hours, the crinaea gains 1 level of exhaustion. It gains an additional level of exhaustion for each day until it bonds with another water source or it dies. The crinaea can bond with a new water source and remove its levels of exhaustion by finishing a long rest while submerged in the new water source."},{"name":"Watery Form","desc":"While fully immersed in water, the crinaea is invisible and it can move through a space as narrow as 1 inch wide without squeezing."},{"name":"Innate Spellcasting","desc":"The crinaea's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\nAt will: poison spray\n3/day each: create or destroy water (create water only), purify food and drink (water only)\n1/day each: disguise self, fog cloud, protection from poison"}],"spell_list":[],"page_no":74,"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_crinaea/"},{"slug":"darakhul-captain","desc":"Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role.  \n_**Patrol Teams.**_ When on patrol, darakhul captains ride Open Game License","name":"Darakhul Captain","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"breastplate","hit_points":165,"hit_dice":"22d8+66","speed":{"walk":30},"strength":18,"dexterity":16,"constitution":17,"intelligence":14,"wisdom":14,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"insight":6,"intimidation":8,"perception":6},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"Common, Darakhul, Undercommon","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively, it can make four attacks with its longsword."},{"name":"Bite","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or contract darakhul fever.","attack_bonus":8,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Longsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 7 (2d6) necrotic damage.","attack_bonus":8,"damage_dice":"1d8+4"},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage.","attack_bonus":7,"damage_dice":"1d10+3"},{"name":"Imperial Conscription (Recharge 6)","desc":"The darakhul captain targets one incapacitated creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the victim has darakhul fever, this reduction can't be removed until the victim recovers from the disease. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises as a ghast 1d4 hours later under the darakhul captain's control, unless the humanoid is restored to life"},{"name":"Leadership (Recharges after a Short or Long Rest)","desc":"For 1 minute, the darakhul captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the captain is incapacitated."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Necrotic Weapons","desc":"The darakhul captain's weapon attacks are magical. When the captain hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":166,"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_darakhul-captain/"},{"slug":"darakhul-spy","desc":"The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds.  \n**Masters of Disguise.** Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world.  \n**Complex Network.** Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents.  \n_**Hungry Dead Nature.**_ The darakhul doesn’t require air or sleep.","name":"Darakhul Spy","size":"Medium","type":"Undead","subtype":"","group":null,"alignment":"neutral evil","armor_class":16,"armor_desc":"studded leather","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":16,"dexterity":18,"constitution":14,"intelligence":14,"wisdom":12,"charisma":14,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":4,"skills":{"deception":5,"perception":4,"stealth":7,"survival":4},"damage_vulnerabilities":"","damage_resistances":"necrotic","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, poisoned","senses":"darkvision 60 ft., passive Perception 14","languages":"Common, Darakhul","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The darakhul makes three attacks: one with its bite, one with its claw, and one with its shortsword."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and, if the target creature is humanoid, it must succeed on a DC 13 Constitution saving throw or contract darakhul fever.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must make a successful DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for more than 2 rounds, it contracts darakhul fever.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Shortsword","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d6+4"},{"name":"Light Crossbow","desc":"Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"1d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Evasion","desc":"If the darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."},{"name":"Master of Disguise","desc":"A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench."},{"name":"Sneak Attack (1/Turn)","desc":"The darakhul spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darakhul spy that isn't incapacitated and the darakhul doesn't have disadvantage on the attack roll."},{"name":"Stench","desc":"Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 13 Constitution saving throw or be poisoned until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise."},{"name":"Sunlight Sensitivity","desc":"While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight."},{"name":"Turning Defiance","desc":"The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."}],"spell_list":[],"page_no":168,"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_darakhul-spy/"},{"slug":"dread-walker-excavator","desc":"These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals._  \nDread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago.  \n**Alien Minds.** The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown.  \n**Dread Eye.** The excavator’s central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt.  \n**Construct Nature.** A dread walker excavator doesn’t require air, food, drink, or sleep.","name":"Dread Walker Excavator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d10+20","speed":{"climb":30,"walk":30,"swim":30},"strength":18,"dexterity":19,"constitution":14,"intelligence":14,"wisdom":16,"charisma":12,"strength_save":null,"dexterity_save":7,"constitution_save":null,"intelligence_save":null,"wisdom_save":6,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., passive Perception 16","languages":"—","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"The excavator makes two foreleg attacks."},{"name":"Foreleg","desc":"Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Excavation Beam","desc":"Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 17 (5d6) force damage.","attack_bonus":7,"damage_dice":"5d6"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Arcane Instability","desc":"When the excavator is reduced to half its maximum hp or fewer, unstable arcane energy begins to pour from its metal body. A creature that touches the unstable excavator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage."},{"name":"Spider Climb","desc":"The excavator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."}],"spell_list":[],"page_no":129,"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_dread-walker-excavator/"}]}