{"count":3207,"next":"https://api.open5e.com/v1/monsters/?format=json&ordering=type&page=19","previous":"https://api.open5e.com/v1/monsters/?format=json&ordering=type&page=17","results":[{"slug":"clockwork-armadillo","desc":"","name":"Clockwork Armadillo","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d6+8","speed":{"walk":30},"strength":10,"dexterity":18,"constitution":14,"intelligence":5,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":6,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 12","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/4","cr":0.25,"actions":[{"name":"Scissor Claws","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) slashing damage and the target must make DC 11 Con save or drop whatever it is currently holding."},{"name":"Tuck In","desc":"Tucks its entire body into its shell forming an armored ball. While an armored ball it moves by rolling has resistance to B/P/S damage is immune to the prone condition and it can't make Scissor Claws attacks. As part of this action the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 ft. of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Overclocked","desc":"Advantage on initiative rolls."}],"spell_list":[],"page_no":86,"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_clockwork-armadillo/"},{"slug":"clockwork-conductor","desc":"","name":"Clockwork Conductor","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":13,"armor_desc":"natural armor","hit_points":28,"hit_dice":"8d6","speed":{"walk":30},"strength":7,"dexterity":12,"constitution":10,"intelligence":9,"wisdom":12,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"lightning, poison, psychic, thunder","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13","languages":"understands the languages of its creator but can't speak","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Conductive Baton","desc":"Melee Weapon Attack: +3 to hit, 5 ft., one target, 3 (1d4+1) bludgeoning damage + 4 (1d8) lightning and target can't take reactions until start of its next turn."},{"name":"Overclocked Finale (Recharge: Short/Long Rest)","desc":"Makes a grand sacrifice spurring its allies on in a final masterstroke. Each friendly creature within 30' of conductor that can see it gains a +5 bonus to attack rolls damage rolls and ability checks until the end of the conductor's next turn. Roll a d6. On a 1 to 4 conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6 it can't use Concerted Effort and its Metronomic Aura becomes inactive until it finishes a short rest."}],"bonus_actions":[{"name":"Concerted Effort","desc":"Inspires itself or one friendly creature it can see within 30' of it until start of conductor's next turn. When target makes an attack roll or a Con save to maintain concentration on a spell target can roll d4 and add result to attack or save."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Metronomic Aura","desc":"When a friendly creature within 20' of conductor makes an attack or Cha (Performance) check creature can treat d20 roll as a 10 instead of die's actual roll."}],"spell_list":[],"page_no":87,"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_clockwork-conductor/"},{"slug":"clockwork-pugilist","desc":"","name":"Clockwork Pugilist","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":32,"hit_dice":"5d8+10","speed":{"walk":30},"strength":16,"dexterity":12,"constitution":14,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":5,"dexterity_save":null,"constitution_save":4,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13","languages":"Common","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Two Fist attacks."},{"name":"Fist","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 6 (1d6+3) bludgeoning damage."},{"name":"Brass Onslaught (Recharge 6)","desc":"The pugilist moves up to 10 ft. and makes one fist attack. If it hits the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn't provoke opportunity attacks."}],"bonus_actions":null,"reactions":[{"name":"Get Down Sir!","desc":"When a creature within 5 ft. of the pugilist is targeted by a ranged attack or spell the pugilist steps in the way and the ranged attack or spell targets the pugilist instead."},{"name":"Parry","desc":"+2 to its AC vs. one melee attack that would hit it. Must see attacker and have at least one hand empty."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"A clockwork pugilist doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":88,"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_clockwork-pugilist/"},{"slug":"clockwork-scorpion","desc":"","name":"Clockwork Scorpion","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":95,"hit_dice":"10d10+40","speed":{"walk":40},"strength":19,"dexterity":13,"constitution":19,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire; nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', tremorsense 60', passive Perception 15","languages":"understands creator's languages but can't speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"One Sting attack and two Claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 10 (1d12+4) bludgeoning damage and target grappled (escape DC 16). Has two claws each of which can grapple only one target."},{"name":"Sting","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one creature,. 9 (1d10+4) piercing damage + 22 (4d10) poison. Scorpion then chooses one of the following target: DC 16 Con save.Hallucinatory Elixir Failed save: sees enemies everywhere 1 min. On its turn target uses its action for melee attack vs. nearest creature (not scorpion) moving up to its speed to creature if necessary. Can re-save at end of each of its turns success ends effect on itself. If it makes initial save is charmed until end of its next turn.Sleep Solution Failed save: falls unconscious 1 min. Effect ends for target if it takes damage or if another creature uses action to wake it. Successful save: target incapacitated until end of its next turn.Vocal Paralytic Failed save: target is poisoned for 1 min. While poisoned in this way target is unable to speak or cast spells that require verbal components. Target can re-save at end of each of its turns success ends effect on itself. If target succeeds on initial save it is poisoned in this way until end of its next turn."},{"name":"Acid Spray (Recharge 5-6)","desc":"Spews acid in a 15 ft. cone. Each creature in that area: 42 (12d6) acid (DC 16 Dex half)."}],"bonus_actions":null,"reactions":[{"name":"Gas Nozzles","desc":"When it takes damage all within 5 feet: 5 (1d10) poison. If damage taken was fire gas ignites deals + 5 (1d10) fire."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":89,"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_clockwork-scorpion/"},{"slug":"clockwork-tactician","desc":"","name":"Clockwork Tactician","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":16,"armor_desc":"natural armor","hit_points":150,"hit_dice":"20d8+60","speed":{"walk":30},"strength":20,"dexterity":14,"constitution":17,"intelligence":20,"wisdom":15,"charisma":11,"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":"nonmagic B/P/S attacks","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 120', passive Perception 16","languages":"Common + up to two languages of its creator","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Four Multiweapon attacks."},{"name":"Multiweapon","desc":"Melee Weapon Attack: +9 to hit, 5 ft., one target, 14 (2d8+5) bludgeoning damage piercing or slashing. The clockwork tactician chooses the damage type when it attacks."},{"name":"Heavy Crossbow","desc":"Ranged Weapon Attack: +6 to hit 100/400' one target 7 (1d10+2) piercing damage."}],"bonus_actions":[{"name":"Battlefield Commands","desc":"Issues commands to up to 3 friendly creatures it can see within 60' of it. Each target has advantage on its next ability check or attack roll provided it can hear and understand tactician."},{"name":"Press the Attack","desc":"If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multiweapon it can make one additional Multiweapon attack."}],"reactions":[{"name":"Quick Study","desc":"When a creature hits tactician with attack tactician makes DC 13 Int check. Success: it chooses one of:Tactician has advantage on melee attack rolls vs. the attacker.Attacker has disadvantage on attack rolls vs. the tactician.Tactician has resistance to damage type of attack that hit it.Can have more than one benefit active at a time. They end when it attacks a different creature or uses Quick Study on another."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Pack Tactics","desc":"Advantage on attacks vs. creature if 1+ unincapacitated attacker ally is within 5 ft. of target."}],"spell_list":[],"page_no":90,"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_clockwork-tactician/"},{"slug":"faux-garou","desc":"","name":"Faux-Garou","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"natural armor","hit_points":93,"hit_dice":"11d8+44","speed":{"walk":30},"strength":17,"dexterity":11,"constitution":18,"intelligence":4,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"understands creator's languages but can't speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Multiattack","desc":"Uses Frightening Gaze then two Claws."},{"name":"Claw","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 10 (3d6) necrotic."},{"name":"Frightening Gaze","desc":"Fixes its gaze on one creature it can see within 60' of it. Target frightened 1 min (DC 15 Wis negates). Creature can re-save at end of each of its turns success ends effect on itself. If save succeeds or effect ends for it creature immune to faux-garou's Frightening Gaze for the next 24 hrs."}],"bonus_actions":[{"name":"Change Shape","desc":"Transforms into Large or smaller Beast matching type of lycanthrope it resembles (wolf if it resembles a werewolf etc.) or back into its true form. Its stats other than size and speed are same in each form. While transformed retains constructed appearance and claws at end of its forelimbs. Items worn or carried not transformed. Reverts to true form if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Druidic Vengeance","desc":"Knows scent and appearance of each creature it was created to kill. Advantage on attacks vs. such creatures and on Wis (Perception) and Wis (Survival) checks to find and track them."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Necrotic Weapons","desc":"Weapon attacks are magical. When it hits with any weapon deals extra 3d6 necrotic (included below)."}],"spell_list":[],"page_no":174,"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_faux-garou/"},{"slug":"goblin-siege-engine","desc":"","name":"Goblin Siege Engine","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":20,"armor_desc":"natural armor","hit_points":178,"hit_dice":"17d10+85","speed":{"walk":30},"strength":22,"dexterity":10,"constitution":20,"intelligence":3,"wisdom":11,"charisma":1,"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":"acid, fire","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120', passive Perception 10","languages":"understands creator's languages but can't speak","challenge_rating":"11","cr":11.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +10 to hit, 10 ft., one target, 22 (3d10+6) bludgeoning damage."},{"name":"Acid Jet (Recharge 5-6)","desc":"Sprays jet of acid in 30' line by 5 ft. wide. Each creature in line: 40 (9d8) acid (DC 17 Dex half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adaptable Locomotion","desc":"Moving through difficult terrain doesn't cost it extra movement. In addition it has advantage on ability checks and saves made to escape a grapple or end the restrained condition."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Defensive Mount","desc":"Can serve as a mount for one Large creature up to 4 Med creatures or up to 6 Small or smaller creatures. While mounted creatures riding in siege engine's turret gain half cover."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":211,"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_goblin-siege-engine/"},{"slug":"godslayer","desc":"","name":"Godslayer","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":24,"armor_desc":"natural armor","hit_points":580,"hit_dice":"40d12+320","speed":{"walk":50,"fly":60,"swim":60},"strength":30,"dexterity":14,"constitution":27,"intelligence":16,"wisdom":30,"charisma":15,"strength_save":null,"dexterity_save":null,"constitution_save":17,"intelligence_save":12,"wisdom_save":19,"charisma_save":11,"perception":10,"skills":{"perception":10},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"truesight 120', passive Perception 29","languages":"understands all, can't speak","challenge_rating":"30","cr":30.0,"actions":[{"name":"Multiattack","desc":"Arcane Lexicon then 3 Energy Glaives or Rune Discuses."},{"name":"Energy Glaive","desc":"Melee Weapon Attack: +19 to hit, 15 ft., one target, 48 (7d10+10) force."},{"name":"Rune Discus","desc":"Ranged Spell Attack: +19 to hit 80/320' one target 41 (7d8+10) force and target must make DC 25 Wis save or spells and magical effects are suppressed on target and target can't cast spells for 1 min. Target can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":[{"name":"Hunting Step","desc":"Magically teleports with items worn/carried up to 120' to unoccupied space within 15 ft. of a Celestial Fiend divine avatar or deity it senses with Divine Sense magically shifting from Material to Ethereal or Shadow Planes or vice versa. Godslayer has advantage on next attack roll it makes vs. target before start of its next turn. Glowing glyphs appear at origin and destination when it uses this."}],"reactions":[{"name":"Parry Spell","desc":"If it succeeds on a save vs. spell of up to 8th level that targets only godslayer spell has no effect. If godslayer succeeds on the save by 5+ spell is reflected back at spellcaster using slot level spell save DC attack bonus and spellcasting ability of caster."}],"legendary_desc":"","legendary_actions":[{"name":"Arcane Word","desc":"One Lexicon glyph on target within 90' it can see."},{"name":"Attack","desc":"Makes one Energy Glaive or Rune Discus attack."},{"name":"Move","desc":"Up to its speed with o provoking opportunity attacks."},{"name":"Rejuvenating Repair (2)","desc":"Regains 65 (10d12) hp."}],"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Divine Sense","desc":"Can pinpoint the location of Celestials Fiends divine avatars and deities within 120' of it and can sense general direction of them within 1 mile of it. This extends into Ethereal and Shadow Planes."},{"name":"Divine Slayer","desc":"Its attacks affect immortal beings such as gods. Celestials Fiends divine avatars and deities don't have resistance to the damage from its attacks. If such a creature would normally have immunity to the damage from its attacks it has resistance instead. If it reduces a Celestial Fiend divine avatar or deity to 0 hp it absorbs target's divine energy preventing target from reviving or being resurrected until godslayer is destroyed."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Inscrutable","desc":"Immune to any effect that would sense its emotions or read its thoughts and any divination spell that it refuses. Wis (Insight) checks made to ascertain its intentions/sincerity have disadvantage."},{"name":"Legendary Resistance (3/Day)","desc":"Choose to succeed failed save."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Siege Monster","desc":"Double damage to objects/structures."},{"name":"Arcane Lexicon","desc":"Glyphs on its body cast ghostly copies into the air forming into eldritch incantations. It chooses up to 3 creatures it can see within 90' of it choosing one of the following options for each. A creature can't be targeted by more than one effect at a time and godslayer can't use same option on more than one target.Death Glyph Target marked for death until start of godslayer's next turn (DC 25 Wis negates). While marked target takes extra 11 (2d10) force each time godslayer hits target with Energy Glaive.Glyph of Despair Target overwhelmed with despair for 1 min (DC 25 Cha negates). While overwhelmed with despair target has disadvantage on ability checks and attack rolls.Glyph of Pain Target overwhelmed by pain incapacitated until its next turn end (DC 25 Con negates). No effect: Undead/Constructs.Glyph of Summoning Target magically teleported to an unoccupied space within 15 ft. of godslayer (DC 25 Wis negates).Retributive Glyph Target marked with retributive glyph until the end of its next turn (DC 25 Dex negates). While marked creature takes 9 (2d8) force each time it hits a creature with weapon attack.Stupefying Glyph Target blinded and deafened until the end of its next turn (DC 25 Con negates)."}],"spell_list":[],"page_no":212,"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_godslayer/"},{"slug":"golem-barnyard","desc":"","name":"Golem, Barnyard","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":9,"armor_desc":"","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":40},"strength":19,"dexterity":8,"constitution":16,"intelligence":1,"wisdom":10,"charisma":4,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks not made w/adamantine weapons","damage_immunities":"lightning, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 10","languages":"understands creator's languages but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Wing Slap attack."},{"name":"Bite","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d6+4) piercing damage + 7 (2d6) poison."},{"name":"Wing Slap","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 6 (1d4+4) bludgeoning damage and the target must make DC 13 Str save or be knocked prone."},{"name":"Chymus Expulsion (Recharge 5-6)","desc":"Exhales semi-digested decayed meat and vegetation in a 15 ft. cone. Each creature in that area: 14 (4d6) poison (DC 13 Con half)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Easily Distracted","desc":"Disadvantage on Wis (Perception) checks. In addition a creature that the golem can see or hear and that is within 30' of it can attempt to distract golem as a bonus action. Golem must make DC 10 Wis save or spend its next turn moving up to its speed toward the creature using its available actions on that creature."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Lightning Absorption","desc":"Whenever it is subjected to lightning it takes no damage and instead regains a number of hp equal to the lightning dealt."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":214,"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_golem-barnyard/"},{"slug":"golem-chain","desc":"","name":"Golem, Chain","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d10+42","speed":{"walk":30,"climb":30},"strength":18,"dexterity":12,"constitution":16,"intelligence":5,"wisdom":11,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":0,"skills":{"perception":0},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 10","languages":"knows Infernal, can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Chain attacks."},{"name":"Chain","desc":"Melee Weapon Attack: +7 to hit, 15 ft., one target, 18 (4d6+4) slashing damage and target contracts infernal tetanus disease (see above; DC 16 Con not diseased). Target is grappled (escape DC 14) if it is a Large or smaller creature and golem doesn't have another creature grappled."},{"name":"Imprison","desc":"Creates prison of chains around an up to Med creature grappled by it. Imprisoned: restrained and takes 14 (4d6) piercing damage at start of each of its turns. Imprisoned creature or creature within 5 ft. of golem can use action to free imprisoned creature. Doing so requires DC 16 Str check and creature attempting takes 7 (2d6) piercing damage."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Infernal Tetanus","desc":"A creature infected with this manifests symptoms 2d4 days after infection: fever headache sore throat and muscle aches. It affects the nervous system causing painful debilitating muscle spasms that eventually inhibit mobility speech and breathing. Until disease is cured at end of each long rest infected creature must make a DC 16 Con save. Fail: Creature's Dex score is reduced by 1d4 and is paralyzed for 24 hrs. Reduction lasts until creature finishes a long rest after disease is cured. If disease reduces creature's Dex to 0 it dies. Success: creature instead suffers one level of exhaustion and until disease is cured or exhaustion is removed it must make DC 16 Con save to cast a spell with verbal component. A creature that succeeds on three saves recovers from the disease."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."}],"spell_list":[],"page_no":215,"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_golem-chain/"},{"slug":"golem-ice","desc":"","name":"Golem, Ice","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30},"strength":20,"dexterity":11,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"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":"cold, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 13 ","languages":"understands the languages of its creator but can't speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"Two Slams or one Slam and uses Preserve Creature."},{"name":"Slam","desc":"Melee Weapon Attack: +8 to hit, 5 ft., one target, 15 (3d6+5) bludgeoning damage + 9 (2d8) cold. Target is grappled (escape DC 16) if it is a Med or smaller creature and golem doesn't have another creature grappled."},{"name":"Preserve Creature","desc":"Preserves up to Med creature grappled by it: can't breathe restrained as it freezes. Restrained creature: DC 16 Con save at its next turn end. Fail: 18 (4d8) cold is petrified in Ice Cavity total cover from attacks/effects outside. If this damage reduces it to 0 hp creature automatically stable. Petrified creature removed from Cavity thaws ending petrification in 1d4 rounds or immediately after taking fire damage. Success: half damage and ejected landing prone in unoccupied space within 5 ft. of golem. If golem moves preserved creature moves with it. GCan have only one creature preserved at a time. Can't use Preserve Creature if Ice Cavity is frozen."}],"bonus_actions":null,"reactions":[{"name":"Freeze or Liquefy Cavity","desc":"Freezes/liquefies its Ice Cavity."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Ice Cavity","desc":"Ice block torse it can liquefy and refreeze trapping and preserving creatures. If golem takes 15+ fire on a single turn cavity liquefies if frozen. When cavity is frozen creature that touches golem or hits it with melee attack while within 5 feet: 9 (2d8) cold. When cavity liquefied creature within 5 ft. of golem can use action to pull petrified creature out of golem if golem has one inside. Doing so requires successful DC 16 Str check and creature attempting: 9 (2d8) cold."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":216,"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_golem-ice/"},{"slug":"golem-origami","desc":"","name":"Golem, Origami","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":30,"fly":40},"strength":17,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":10,"charisma":5,"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":"fire","damage_resistances":"","damage_immunities":"poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 13","languages":"understands creator's languages, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Lacerating Strike or Wing Buffet attacks."},{"name":"Lacerating Strike","desc":"Melee Weapon Attack: +6 to hit, 10 ft., one target, 16 (3d8+3) slashing damage."},{"name":"Wing Buffet (Dragon or Swan Form)","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 13 (3d6+3) bludgeoning damage and target must make DC 15 Str save or be knocked prone."},{"name":"Hazardous Hop (Frog Form)","desc":"If it jumps 15 ft.+ as part of its move it can then use this to land on its feet in unoccupied space it can see. Each creature within 10 of golem when it lands: 33 (6d10) bludgeoning damage and knocked prone (DC 15 Dex half not prone)."},{"name":"Shredded Breath (Dragon Form Recharge 5-6)","desc":"Exhales a spray of paper fragments in a 30' cone. Each creature in area: 31 (9d6) slashing damage and blinded until end of its next turn (DC 15 Dex half not blinded)."},{"name":"Trumpeting Blast (Swan Form Recharge 5-6)","desc":"Emits a trumpeting blast in 30' cone. Each creature in area: 31 (7d8) thunder and deafened until end of its next turn (DC 15 Con half not deafened)."}],"bonus_actions":[{"name":"Fold","desc":"Reshape papery body to resemble Large dragon Large swan or Med frog. Use again to unfold into Large flat piece of fabric/paper. Stats except size same in each form. Unfolded if it dies."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance (Unfolded Form)","desc":"Motionless indistinguishable from ordinary paper screen tapestry or similar flat paper/fabric art."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Standing Leap (Frog Form)","desc":"Its long jump is up to 30' and its high jump is up to 15 ft. with or with o a running start."}],"spell_list":[],"page_no":217,"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_golem-origami/"},{"slug":"golem-tar","desc":"","name":"Golem, Tar","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":119,"hit_dice":"14d8+56","speed":{"walk":30,"climb":30},"strength":18,"dexterity":9,"constitution":18,"intelligence":7,"wisdom":10,"charisma":5,"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":"cold","damage_resistances":"","damage_immunities":"fire, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 10 ","languages":"understands the languages of its creator but can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"Three Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage."}],"bonus_actions":[{"name":"Quench (Burning Only)","desc":"Puts out fire on it deactivating Fire Hazard."},{"name":"Draw Flames","desc":"Extinguishes up to 10 ft. cube of nonmagical fire within 5 ft. of it drawing fire into itself and activating its Fire Hazard."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Fire Hazard","desc":"When it takes fire it bursts into flame. Golem continues burning until it takes cold is immersed in water or uses Quench. A creature that touches burning golem or hits it with melee attack while within 5 ft. of it: 5 (1d10) fire. While burning golem's weapon attacks deal extra 5 (1d10) fire on a hit."},{"name":"Hardened Tar","desc":"If it takes cold in the same round it is reduced to 0 hp it is paralyzed for 1 min remaining alive. If it takes fire while paralyzed it regains a number of hp equal to the fire dealt. Otherwise it dies when the condition ends."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."},{"name":"Magic Weapons","desc":"Weapon attacks are magical."},{"name":"Noxious Smoke (Burning Only)","desc":"While burning gives off poisonous fumes. A creature that starts its turn within 5 ft. of burning golem: poisoned as it remains within 5 ft. of golem and for 1 round after it leaves the area (DC 13 Con negates)."},{"name":"Spider Climb","desc":"Difficult surfaces even ceilings no ability check."}],"spell_list":[],"page_no":218,"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_golem-tar/"},{"slug":"harvest-horse","desc":"","name":"Harvest Horse","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":37,"hit_dice":"5d10+10","speed":{"walk":50},"strength":15,"dexterity":5,"constitution":14,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":4,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-4,"skills":{"perception":-4},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"passive Perception 6","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Slam","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (2d4+2) bludgeoning damage."},{"name":"Harvester's Stampede (Recharge 5-6)","desc":"Moves up to its speed in a straight line and can move through the space of any Large or smaller creature. The first time the harvest horse enters a creature's space during this move that creature must make a DC 12 Dex save. On a failure it takes 7 (2d6) slashing damage and is knocked prone. On a success it takes half damage and isn't knocked prone. When the harvest horse moves in this way it doesn't provoke opportunity attacks."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Beast of Burden","desc":"Is considered one size larger for the purpose of determining its carrying capacity."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Poor Traversal","desc":"Must spend two additional feet of movement to move through difficult terrain instead of one additional foot."},{"name":"Siege Monster","desc":"Double damage to objects/structures."}],"spell_list":[],"page_no":230,"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_harvest-horse/"},{"slug":"moppet","desc":"","name":"Moppet","size":"Tiny","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":10,"armor_desc":"","hit_points":17,"hit_dice":"5d6","speed":{"walk":20},"strength":3,"dexterity":10,"constitution":10,"intelligence":3,"wisdom":10,"charisma":15,"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, psychic","condition_immunities":"charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious","senses":"darkvision 60', passive Perception 10","languages":"understands one language known by its creator but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Psychic Burst","desc":"Melee or Ranged Spell Attack: +4 to hit 5 ft. or range 60' one target 9 (2d6+2) psychic. If moppet scores a critical hit it gains one Psychic Point."},{"name":"Waking Nightmare","desc":"Each creature with Int 3+ within 60' of moppet: DC 13 Int save. Fail: creature enters collective fugue state with all that failed unconscious but doesn't drop anything held/fall prone. All in fugue face hostile nightmare creature with brown bear's stats but deals psychic instead of piercing or slashing. Creature appearance is up to GM but should reflect mutual fears of affected creatures. Fight with nightmare creature works as normal except all action takes place in minds of affected. When affected creature is reduced to 0 hp moppet gains one Psychic Point. If nightmare creature or moppet is reduced to 0 hp all in fugue awaken. Spell slots or class features used in nightmare combat are expended but magic item charges or uses aren't. If creature in fugue takes damage from source other than nightmare creature can immediately re-save with advantage success ends effect on itself. If creature's save is succeeds/effect ends for it creature immune to moppet's Waking Nightmare next 24 hrs."}],"bonus_actions":[{"name":"Nimble Moves","desc":"Takes the Dash or Disengage action."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False","desc":"[+]Appearance[/+] Motionless: indistinguishable from normal doll."},{"name":"Psychic Pool","desc":"Absorbs psychic energy from creatures in its nightmare holding up to four Psychic Points. As a bonus action while casting a spell within 5 ft. of moppet owner can expend points equal to spell's level to cast with o using spell slot."}],"spell_list":[],"page_no":277,"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_moppet/"},{"slug":"painted-phantasm","desc":"","name":"Painted Phantasm","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":15,"armor_desc":"natural armor","hit_points":97,"hit_dice":"15d8+30","speed":{"walk":30},"strength":10,"dexterity":17,"constitution":14,"intelligence":7,"wisdom":14,"charisma":16,"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":"nonmagic B/P/S attacks","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 15","languages":"knows creator's, can't speak","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"2 Paint Slashes or 1 Capture Image and 1 Paint Slash."},{"name":"Capture Image","desc":"Melee Spell Attack: +6 to hit, 5 ft., one target, 22 (4d10) force and target captured as image on flat surface of phantasm's choice within 60' of it (DC 15 Cha negates). While an image target appears on surface as a painting drawing or similar and is incapacitated and restrained. Target can see and hear outside surface but can't target those outside surface with spells or cast spells or use features that allow it to leave surface. If surface where target is captured takes damage target takes half. If surface is reduced to 0 hp target freed. Dispel magic (DC 15) cast on surface also frees captured creature. If phantasm takes 20+ damage on a single turn phantasm must make DC 15 Cha save at end of that turn or lose focus releasing all captured creatures."},{"name":"Paint Slash","desc":"Melee Weapon Attack: +6 to hit, 5 ft., one target, 7 (1d8+3) slashing damage + 16 (3d10) poison."},{"name":"Painting Sensor","desc":"While touching one artwork can see and hear through another it has previously touched as if it was in that artwork's space if within 1 mile of it. “Artwork” can mean any painting drawing or design on a flat surface including pattern on a wall or in a book."}],"bonus_actions":[{"name":"Painting Portal","desc":"Uses 10 ft. of move to step magically into one artwork within reach and emerge from 2nd artwork within 100' of 1st appearing in unoccupied space within 5 ft. of 2nd. If both are Large or larger can bring up to 3 willing creatures."}],"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":312,"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_painted-phantasm/"},{"slug":"soil-snake","desc":"","name":"Soil Snake","size":"Huge","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":14,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d12+44","speed":{"walk":40,"burrow":40},"strength":21,"dexterity":10,"constitution":18,"intelligence":6,"wisdom":12,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"","damage_resistances":"fire","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', tremorsense 60', passive Perception 12","languages":"understands creator's languages but can't speak","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"One Bite attack and one Tail Whip attack."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 14 (2d8+5) piercing damage."},{"name":"Tail Whip","desc":"Melee Weapon Attack: +7 to hit, 10 ft., one target, 16 (2d10+5) bludgeoning damage."},{"name":"Charging Swallow","desc":"Partially submerges in the ground and slithers forward scooping up soil and creatures as it goes. The soil snake moves up to 30' in a straight line and can move through the space of any Med or smaller creature. The first time it enters a creature's space during this move that creature: 14 (4d6) bludgeoning damage and is buried as it is swallowed bounced through the hollow inside of the soil snake and deposited back in its space under a pile of soil (DC 14 Dex half damage and isn't buried). A buried creature is restrained and unable to breathe or stand up. A creature including the buried creature can take its action to free the buried creature by succeeding on a DC 14 Str check."},{"name":"Soil Blast (Recharge 5-6)","desc":"Expels soil in a 30' cone. Each creature in that area: 18 (4d8) bludgeoning damage and is knocked prone (DC 14 Dex half damage not prone)."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Grassland Camouflage","desc":"Has advantage on Dex (Stealth) checks made to hide in grassland terrain."}],"spell_list":[],"page_no":351,"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_soil-snake/"},{"slug":"stained-glass-moth","desc":"","name":"Stained-Glass Moth","size":"Small","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":"","hit_points":45,"hit_dice":"6d6+24","speed":{"walk":20,"climb":20,"fly":30},"strength":10,"dexterity":14,"constitution":18,"intelligence":5,"wisdom":14,"charisma":10,"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":"bludgeoning, thunder","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 14","languages":"understands Common but can't speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"Blessed Wings then two Wing Slice or Radiant Wing attacks."},{"name":"Wing Slice","desc":"Melee Weapon Attack: +4 to hit, 5 ft., one target, 5 (1d6+2) slashing damage."},{"name":"Radiant Wing","desc":"Ranged Spell Attack: +4 to hit, 60 ft., one target, 6 (1d8+2) radiant."},{"name":"Blessed Wings","desc":"Marks one creature it can see within 30' of it with holy power. If the target is a hostile creature the next attack roll made vs. the target before the start of the moth's next turn has advantage. If the target is a friendly creature it gains a +2 bonus to AC until the start of the moth's next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary stained-glass window or artwork."},{"name":"Flyby","desc":"Doesn't provoke opportunity attacks when it flies out of an enemy's reach."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"Magic Resistance","desc":"Advantage: spell/magic effect saves."}],"spell_list":[],"page_no":353,"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_stained-glass-moth/"},{"slug":"swarm-gryllus","desc":"","name":"Swarm, Gryllus","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful neutral","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"17d10+17","speed":{"walk":30},"strength":14,"dexterity":18,"constitution":13,"intelligence":6,"wisdom":13,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":1,"skills":{"perception":1},"damage_vulnerabilities":"acid, fire","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned ","senses":"darkvision 60', passive Perception 14","languages":"understands those of its creature but can't speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"Two Go for the Knees or Go for the Eyes attacks. It can replace one attack with use of Timber."},{"name":"Go for the Knees","desc":"Melee Weapon Attack: +7 to hit 0' 1 tgt in the swarm's space. 18 (4d8) slashing damage or 8 (2d4+3) slashing damage if swarm has half of its hp or fewer. Target must make DC 15 Con save or its speed is reduced by 10 ft. until end of its next turn."},{"name":"Go for the Eyes","desc":"Ranged Weapon Attack: +7 to hit 20/60' one target 18 (4d8) piercing damage or 8 (2d4+3) piercing damage if swarm has half of its hp or fewer. Target must make DC 15 Wis save or be blinded until end of its next turn."},{"name":"Timber","desc":"Calls out in synchronous tiny voices before chopping away at the feet of one creature in the swarm's space. Target knocked prone (DC 15 Str negates). If target is knocked prone swarm can then make one Go for the Knees attack vs. it as a bonus action."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Book Bound","desc":"Hp max is reduced by 1 every min it is more than 60' from its book. When hp max reaches 0 dies. If its book is destroyed or moved to another plane of existence separate from swarm must make DC 11 Con save or be reduced to 10 hp. Swarm can bind itself to new book by spending a short rest in contact with the new book."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immutable Form","desc":"Immune: form-altering spells/effects."},{"name":"In the Margins","desc":"Can spend half its move to enter/exit its book. While inside its book it is indistinguishable from illustrations on a page."},{"name":"Swarm","desc":"Can occupy another creature's space and vice versa; can move through opening large enough for Tiny construct. Can't regain hp or gain temp hp."}],"spell_list":[],"page_no":361,"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_swarm-gryllus/"},{"slug":"void-constructor","desc":"","name":"Void Constructor","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":19,"armor_desc":"natural","hit_points":43,"hit_dice":"5d8+20","speed":{"walk":0,"fly":30},"strength":16,"dexterity":12,"constitution":18,"intelligence":6,"wisdom":8,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":-1,"skills":{"perception":-1},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"necrotic, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60', passive Perception 9","languages":"understands Void Speech but can't speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"Two Slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage."},{"name":"Tentacles","desc":"Melee Weapon Attack: +5 to hit, 10 ft., one target, 13 (4d4+3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the constructor can't use its tentacles on another target."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Mobile Grappler","desc":"While grappling a creature the constructor can move at its full speed carrying the grappled creature along with it."},{"name":"Tainted Aura","desc":"A Void constructor that has completed a Void henge gains necrotic energy while within 1 mile of the henge. At the start of each of the Void constructor's turns each creature within 10 ft. of it must make DC 13 Cha save or take 2 (1d4) necrotic. The Void constructor can choose for a creature it is grappling to be immune to the Tainted Auras of all Void constructors."}],"spell_list":[],"page_no":385,"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_void-constructor/"},{"slug":"void-knight","desc":"","name":"Void Knight","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":153,"hit_dice":"18d8+72","speed":{"walk":20},"strength":22,"dexterity":7,"constitution":18,"intelligence":12,"wisdom":16,"charisma":10,"strength_save":1,"dexterity_save":null,"constitution_save":8,"intelligence_save":null,"wisdom_save":7,"charisma_save":null,"perception":3,"skills":{"perception":3},"damage_vulnerabilities":"","damage_resistances":"nonmagic B/P/S attacks","damage_immunities":"force, poison","condition_immunities":"blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned","senses":"blindsight 120' (blind beyond), passive Perception 17","languages":"Void Speech, telepathy 120'","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"Two Void Gauntlet attacks or three Void Bolts."},{"name":"Void Gauntlet","desc":"Melee Weapon Attack: +10 to hit, 5 ft., one target, 13 (2d6+6) slashing damage + 18 (4d8) force. If the target is a Med or smaller creature it must make DC 16 Str save or be knocked prone. "},{"name":"Void Bolt","desc":"Ranged Spell Attack: +7 to hit, 120 ft., one target, 21 (4d8+3) force."},{"name":"Pull of the Void (Recharge 5-6)","desc":"Sends Void tendrils at up to three creatures it can see within 60' of it that are not behind total cover. Each target must make DC 16 strength Saving throw or be pulled up to 30' toward the knight. Then each creature within 5 ft. of knight takes 36 (8d8) force."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Call of the Void","desc":"If creature within 5 ft. of knight attempts to move away from it that creature: DC 13 Str save or be unable to move away from knight. If creature uses magic to move (ex: misty step or freedom of movement) it automatically succeeds."},{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"Immoveable","desc":"Can't be moved vs. its will except by magical means. In addition knight has disadvantage on Dex (Acrobatics) and Dex (Stealth) checks."},{"name":"Implosive End","desc":"When Void knight dies it collapses in on itself releasing a wave of Void energy. Creature within 5 ft. of it: 18 (4d8) force (DC 16 Dex half)."}],"spell_list":[],"page_no":386,"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_void-knight/"},{"slug":"yali","desc":"","name":"Yali","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":51,"hit_dice":"6d8+24","speed":{"walk":50},"strength":20,"dexterity":14,"constitution":18,"intelligence":7,"wisdom":14,"charisma":12,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":4,"charisma_save":null,"perception":2,"skills":{"perception":2},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60', passive Perception 16","languages":"understands Common but can't speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Multiattack","desc":"One Tusk attack and one Claw attack."},{"name":"Tusk","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d6+5) piercing damage."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d4+5) slashing damage."},{"name":"Trumpeting Blast (Recharge 5-6)","desc":"Unleashes a warbling sound in a 15 ft. cone. Each creature in area: 10 (4d4) thunder and is deafened for 1 min (DC 12 Con half damage and not deafened). A deafened creature can re-save at end of each of its turns success ends effect on itself."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Construct Nature","desc":"Doesn't require air food drink or sleep."},{"name":"False Appearance","desc":"While motionless indistinguishable from ordinary statue."},{"name":"Flinging Pounce","desc":"If it moves 20'+straight toward a Large or smaller creature and then hits it with Tusk on same turn target thrown up to 15 ft. in a random direction and knocked prone (DC 12 Str negates throw and prone). If thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage per 10 ft. it was thrown. If target is thrown at another creature creature takes same damage and knocked prone (DC 12 Dex negates both)."},{"name":"Standing Leap","desc":"Long jump is up to 40' and its high jump is up to 20' with or with o a running start."}],"spell_list":[],"page_no":398,"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_yali/"},{"slug":"akaasit","desc":"A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future._  \n**Mindless.** The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe.  \n**Unknown Origin.** The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior.  \n**Dispersed Destruction.** If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades.  \n**Construct Nature.** The akaasit doesn’t require air, food, drink, or sleep.","name":"Akaasit","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":91,"hit_dice":"14d8+28","speed":{"walk":30},"strength":13,"dexterity":18,"constitution":14,"intelligence":3,"wisdom":10,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"piercing","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 60 ft., passive Perception 10","languages":"—","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The akaasit makes two arm blade attacks."},{"name":"Arm Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":[{"name":"Time-Assisted Counterattack","desc":"The akaasit's awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature's attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit's attack, the creature's attack doesn't hit the akaasit."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The akaasit is immune to any spell or effect that would alter its form."},{"name":"Unfixed in Time","desc":"To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn."},{"name":"Magic Resistance","desc":"The akaasit has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":11,"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_akaasit/"},{"slug":"animated-bearskin-rug","desc":"A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening._  \nAnimated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic.  \n**Inn Protection.** Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights.  \n**Bearserk.** There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice.  \n**Construct Nature.** An animated bearskin rug doesn’t require air, food, drink, or sleep.","name":"Animated Bearskin Rug","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":65,"hit_dice":"10d10+10","speed":{"walk":20},"strength":18,"dexterity":13,"constitution":12,"intelligence":1,"wisdom":3,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 6","languages":"—","challenge_rating":"4","cr":4.0,"actions":[{"name":"Multiattack","desc":"The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack."},{"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+4"},{"name":"Claws","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage.","attack_bonus":6,"damage_dice":"2d6+4"},{"name":"Envelop","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can't envelop another target."},{"name":"Menacing Roar (Recharge 6)","desc":"The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Damage Transfer","desc":"While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half."},{"name":"False Appearance","desc":"While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug."}],"spell_list":[],"page_no":24,"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_animated-bearskin-rug/"},{"slug":"apaxrusl","desc":"Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest._  \nApaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand.  \n**Soul Infusion.** The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master.  \n**Abyssal Intelligence.** The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer.  \n**Construct Nature.** The apaxrusl doesn’t require air, food, drink, or sleep.","name":"Apaxrusl","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":60,"hit_dice":"8d8+24","speed":{"burrow":30,"walk":30},"strength":17,"dexterity":13,"constitution":16,"intelligence":9,"wisdom":6,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":3},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"fire, poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 8","languages":"Abyssal and one language of its creator","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes."},{"name":"Slam","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","attack_bonus":5,"damage_dice":"1d8+3"},{"name":"Fiery Sands (Recharge 5-6)","desc":"Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":[{"name":"Shifting Sands","desc":"The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Earth Glide","desc":"The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn't disturb the material it moves through."},{"name":"Fiendish Construct","desc":"The apaxrusl's sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin's Divine Smite or a ranger's Primeval Awareness."}],"spell_list":[],"page_no":27,"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_apaxrusl/"},{"slug":"bearing-golem","desc":"A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets.  \n**Thievish Inspiration.** The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. A later variant used caltrops instead creating the Open Game License","name":"Bearing Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the bearing golem is scattered, it is indistinguishable from a normal pile of ball bearings."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its ball bearings without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its ball bearings in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's ball bearings must succeed on a DC 15 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":181,"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_bearing-golem/"},{"slug":"bloodstone-sentinel","desc":"A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears._  \nEvil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies.  \n**Blood Calls Blood.** The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores.  \n**Mindless Fury.** Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals.  \n**Construct Nature.** A bloodstone sentinel doesn’t require air, food, drink, or sleep.","name":"Bloodstone Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral evil","armor_class":15,"armor_desc":"natural armor","hit_points":114,"hit_dice":"11d10+48","speed":{"walk":30},"strength":18,"dexterity":7,"constitution":18,"intelligence":8,"wisdom":10,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creators but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The bloodstone sentinel makes two claw attacks."},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","attack_bonus":7,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Blood Lure","desc":"When a creature within 10 feet of the sentinel that isn't an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel's Blood Reservoir increases by an amount equal to the extra damage dealt."},{"name":"Blood Reservoir","desc":"The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel's Blood Lure trait. The Blood Reservoir can't exceed the sentinel's hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: \n* Empower Blood. A friendly creature within 30 feet of the sentinel that isn't an undead or a construct has advantage on its next weapon attack roll. \n* Inspire Fury. A creature of the sentinel's choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn't the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. \n* Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points."}],"spell_list":[],"page_no":45,"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_bloodstone-sentinel/"},{"slug":"caltrop-golem","desc":"A scattering of metal caltrops coalesces into a constantly shifting humanoid shape._  \nMade up of thousands of caltrops, a caltrop golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal caltrops.  \n**Iterative Design** Caltrops golems were developed as a more advanced form of Open Game License","name":"Caltrop Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":75,"hit_dice":"10d8+30","speed":{"walk":30},"strength":9,"dexterity":18,"constitution":16,"intelligence":8,"wisdom":12,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"perception":3,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., tremorsense 30 ft., passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice."},{"name":"Slam","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Steel Shot","desc":"Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Scattershot (Recharge 5-6)","desc":"The golem's body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The golem immediately scatters."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Ambusher","desc":"In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised."},{"name":"False Appearance","desc":"While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."},{"name":"Reform","desc":"If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action."},{"name":"Scatter","desc":"As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golem's caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem can't attack or move, except to reform, and it can't be targeted by attacks or spells. It can still take damage from spells that deal damage in an area."}],"spell_list":[],"page_no":390,"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_caltrop-golem/"},{"slug":"chronomatic-enhancer","desc":"A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak._  \nChronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize.  \n**Time Construct.** A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes.  \n**Construct Nature.** The chronomatic enhancer doesn’t require air, food, drink, or sleep.","name":"Chronomatic Enhancer","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":21,"dexterity":11,"constitution":19,"intelligence":9,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":4,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., tremorsense 10 ft., passive Perception 16","languages":"understands the languages of its creator but can’t speak","challenge_rating":"12","cr":12.0,"actions":[{"name":"Multiattack","desc":"The chronomatic enhancer can use its Time-Infused Gears. It then makes three slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d8+5"},{"name":"Time-Infused Gears","desc":"The chronomatic enhancer spins its time-infused gears, altering time near it. It can't affect itself with its gears. When activating its time-infused gears, it uses one of the following: \n* Energizing Electricity. The chronomatic enhancer releases mild electricity into up to three creatures the enhancer can see within 30 feet of it. Each target has its speed doubled, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throws, and it gains an additional bonus action or reaction (target's choice) until the end of its next turn. \n* Slowing Gas. The chronomatic enhancer releases a slowing gas, affecting up to three creatures it can see within 20 feet of it. Each target must make a DC 16 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 target can use either an action or a bonus action on its turn, but not both. These effects last until the end of the target's next turn. \n* Stasis (Recharge 6). The chronomatic enhancer stops time for up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 16 Constitution saving throw or be frozen in time until the end of its next turn. A creature frozen in time is treated as if it is petrified, except it isn't transformed into an inanimate substance and its weight doesn't increase."}],"bonus_actions":null,"reactions":[{"name":"Alter Timeline","desc":"When a friendly creature within 15 feet of the chronomatic enhancer takes damage, the enhancer can modify time to protect the creature, changing all damage dice rolled to 1s."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Delay","desc":"When damage is dealt to the chronomatic enhancer, the enhancer doesn't take the damage until its next turn. The enhancer must still make the appropriate saving throws, and it immediately suffers any extra effects of the damage, such as the speed-reducing effect of the ray of frost spell. Only the damage is delayed."},{"name":"Immutable Form","desc":"The chronomatic enhancer is immune to any spell or effect that would alter its form."}],"spell_list":[],"page_no":64,"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_chronomatic-enhancer/"},{"slug":"clockwork-archon","desc":"The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind._  \n**Servants of the Righteous.** Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy.  \n**Engines of War.** Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position.  \n**Corruptible Constructs.** On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside.  \n**Construct Nature.** A clockwork archon doesn’t require air, food, drink, or sleep.","name":"Clockwork Archon","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":201,"hit_dice":"13d20+65","speed":{"walk":30,"hover":true,"fly":60},"strength":24,"dexterity":9,"constitution":20,"intelligence":7,"wisdom":10,"charisma":10,"strength_save":null,"dexterity_save":null,"constitution_save":9,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"Common","challenge_rating":"13","cr":13.0,"actions":[{"name":"Multiattack","desc":"The clockwork archon makes two attacks with its transforming weapon."},{"name":"Transforming Weapon","desc":"Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) bludgeoning or slashing damage. As a bonus action, the archon can change its weapon from a sword to a hammer or vice versa, allowing it to change its damage between bludgeoning and slashing.","attack_bonus":11,"damage_dice":"4d10+7"},{"name":"Fire from Heaven (Recharge 5-6)","desc":"The clockwork archon unleashes a brilliant beam in a 90-foot line that is 10-feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 58 (13d8) radiant damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Armored Transport","desc":"The clockwork archon can carry up to six Medium or eight Small creatures inside its torso. Creatures inside the archon have total cover against attacks and other effects outside the archon. The two escape hatches sit in the torso and can each be opened as a bonus action, allowing creatures in or out of the archon."},{"name":"Immutable Form","desc":"The clockwork archon is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork archon has advantage on saving throws against spells and other magical effects."},{"name":"Siege Monster","desc":"The clockwork archon deals double damage to objects and structures."}],"spell_list":[],"page_no":65,"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_clockwork-archon/"},{"slug":"clockwork-leech","desc":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor._  \n**Collectors of Blood.** Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill.  \n**Waterproof Swimmer.** A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes.  \n**Unseen, Unheard, and Unfelt.** The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets.  \n**Construct Nature.** A clockwork leech doesn’t require air, food, drink, or sleep.","name":"Clockwork Leech","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":45,"hit_dice":"6d8+18","speed":{"walk":30,"swim":60},"strength":14,"dexterity":12,"constitution":17,"intelligence":3,"wisdom":10,"charisma":7,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":2,"skills":{"perception":2,"stealth":3},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"—","challenge_rating":"1","cr":1.0,"actions":[{"name":"Bite","desc":"Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the clockwork leech attaches to the target. While attached, the leech doesn't attack. Instead, at the start of each of the clockwork leech's turns, the target loses 5 (1d6 + 2) hp due to blood loss, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the leech's next turn. The clockwork leech can detach itself by spending 5 feet of its movement. It does so after it drains 10 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the leech by succeeding on a DC 10 Strength check.","attack_bonus":4,"damage_dice":"1d6+2"},{"name":"Tail","desc":"Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","attack_bonus":4,"damage_dice":"1d10+2"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Anesthetizing Bite","desc":"When the clockwork leech successfully bites a creature, the creature must succeed on a DC 13 Wisdom (Perception) check to notice the bite. If the leech remains attached to the target, the target can repeat this check at the start of each of its turns."},{"name":"Immutable Form","desc":"The clockwork leech is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork leech has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":66,"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_clockwork-leech/"},{"slug":"clockwork-mantis","desc":"This large clockwork mantis is surprisingly nimble and fast, capable of taking down foes with a lethal flurry of serrated claws and bites._  \n**Wanted by Gnomes.** The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts.  \n**Construct Nature.** The clockwork mantis doesn’t require air, food, drink or sleep.","name":"Clockwork Mantis","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":68,"hit_dice":"8d10+24","speed":{"walk":40},"strength":13,"dexterity":19,"constitution":16,"intelligence":3,"wisdom":15,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":5,"skills":{"perception":5,"stealth":7},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 15","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork mantis makes two serrated blade attacks. If both attacks hit the same target, the mantis can make a bite attack against another target within range as a bonus action."},{"name":"Serrated Blade","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage","attack_bonus":7,"damage_dice":"2d6+4"},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Invisibility","desc":"The clockwork mantis turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the mantis wears or carries is invisible with it."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Hobbling Strike","desc":"When the clockwork mantis makes a successful opportunity attack, the target's speed is reduced to 0 until the start of its next turn."},{"name":"Immutable Form","desc":"The clockwork mantis is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The clockwork mantis has advantage on saving throws against spells and other magical effects."},{"name":"Standing Leap","desc":"The clockwork mantis's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."}],"spell_list":[],"page_no":67,"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_clockwork-mantis/"},{"slug":"clockwork-tiger","desc":"The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws._  \n**Magical Origin.** Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers.  \n**Found in Pairs.** Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards.  \n**Construct Nature.** A clockwork tiger doesn’t require air, food, drink, or sleep.","name":"Clockwork Tiger","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":112,"hit_dice":"15d10+30","speed":{"walk":40},"strength":18,"dexterity":16,"constitution":15,"intelligence":7,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 10","languages":"understands Common but can’t speak","challenge_rating":"6","cr":6.0,"actions":[{"name":"Multiattack","desc":"The clockwork tiger makes one bite and two claw attacks."},{"name":"Bite","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Claw","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.","attack_bonus":7,"damage_dice":"2d6+4"}],"bonus_actions":null,"reactions":[{"name":"Deflecting Leap","desc":"When the clockwork tiger's ward is the target of an attack the tiger can see, the tiger can move up to 10 feet toward its ward without provoking opportunity attacks. If it ends this movement within 5 feet of its ward, the tiger becomes the target of the attack instead."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The tiger is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The tiger has advantage on saving throws against spells and other magical effects."},{"name":"Pounce","desc":"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action."},{"name":"Reactive Guardian","desc":"The clockwork tiger has two reactions that can be used only for Deflecting Leap."}],"spell_list":[],"page_no":68,"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_clockwork-tiger/"},{"slug":"death-shroud-golem","desc":"A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it._  \n**Suffocating Automatons.** A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim.  \n**Funerary Constructs.** Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies.  \n**Construct Nature.** A death shroud golem doesn’t require air, food, drink, or sleep.","name":"Death Shroud Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":12,"armor_desc":null,"hit_points":95,"hit_dice":"10d10+40","speed":{"fly":40,"walk":10,"hover":true},"strength":17,"dexterity":15,"constitution":18,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"stealth":5},"damage_vulnerabilities":"","damage_resistances":"cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"darkvision 60 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"5","cr":5.0,"actions":[{"name":"Smothering Slam","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage and the creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe, and the golem can automatically hit the target with its smothering slam but can't use its smothering slam on another target.","attack_bonus":6,"damage_dice":"2d6+3"},{"name":"Direct Victim","desc":"The death shroud golem forces a creature it is grappling to move up to the creature's speed and make one attack with a melee weapon the creature is holding. If the creature isn't holding a melee weapon, it makes one unarmed strike instead. The death shroud golem decides the direction of the movement and the target of the attack. The grappled creature can use its reaction and isn't considered blinded or restrained when moving and attacking in this way."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Fabric Form","desc":"The golem can move through any opening large enough for a Tiny creature without squeezing."},{"name":"False Appearance","desc":"While the golem remains motionless, it is indistinguishable from a shroud, cloak, or similar piece of fabric."},{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":179,"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_death-shroud-golem/"},{"slug":"dragonflesh-golem","desc":"A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air._  \nDragonflesh golems are rare constructs created from the remains of dead chromatic dragons.  \n**Built from Dragon Corpses.** Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need.  \n**Powered by Dragon Blood.** Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice.  \n**Construct Nature.** The dragonflesh golem doesn’t require air, food, drink, or sleep.","name":"Dragonflesh Golem","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":115,"hit_dice":"11d10+55","speed":{"walk":30},"strength":22,"dexterity":7,"constitution":20,"intelligence":3,"wisdom":10,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, cold, fire, lightning, poison","damage_immunities":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The dragonflesh golem uses Terror Stare. It then makes two attacks: one with its bite and one with its claws."},{"name":"Bite","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.","attack_bonus":10,"damage_dice":"2d10+6"},{"name":"Claws","desc":"Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.","attack_bonus":10,"damage_dice":"3d6+6"},{"name":"Terror Stare","desc":"The dragonflesh golem chooses a creature that can see its eyes within 30 feet of it. The target must succeed on a DC 17 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 golem's Terror Stare for the next 24 hours."},{"name":"Elemental Breath (Recharge 5-6)","desc":"The dragonflesh golem exhales energy in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) damage of another type on a failed save, or half as much damage on a successful one. Roll a d4 to determine the additional damage type: 1 is acid, 2 is cold, 3 is lightning, and 4 is poison."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The golem has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The golem's weapon attacks are magical."}],"spell_list":[],"page_no":180,"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_dragonflesh-golem/"},{"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/"},{"slug":"fabricator","desc":"A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge._  \n**Artificial Oozes.** Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes, they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary.  \n**Relic of Past Empires.** The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper.  \n**Construct Nature.** A fabricator doesn’t require air, food, drink, or sleep.","name":"Fabricator","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":13,"armor_desc":"natural armor","hit_points":147,"hit_dice":"14d10+70","speed":{"climb":15,"walk":30,"swim":15},"strength":18,"dexterity":7,"constitution":20,"intelligence":15,"wisdom":15,"charisma":5,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"force, poison, psychic","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 16","languages":"understands Common, Deep Speech, and Draconic but can’t speak","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The fabricator makes two disassembling slam attacks."},{"name":"Disassembling Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage plus 10 (3d6) force damage. A creature reduced to 0 hp by this attack immediately dies and its body and nonmagical equipment is disassembled and absorbed into the fabricator. The creature can be restored to life only by means of a true resurrection or a wish spell. The fabricator can choose to not disassemble a creature or its equipment after reducing it to 0 hp.","attack_bonus":8,"damage_dice":"2d10+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Assemble","desc":"With at least 10 minutes of work, a fabricator can refine raw materials and create entirely new objects by combining material it has absorbed. For example, it can create a rope from absorbed hemp, clothing from absorbed flax or wool, and a longsword from absorbed metal. A fabricator can create intricate objects like thieves' tools and objects with moving parts with at least 1 hour of work and twice the requisite raw materials, but it can't create magic items. The quality of objects it creates is commensurate with the quality of the raw materials."},{"name":"Dismantling Form","desc":"A creature that touches the fabricator or hits it with a melee attack while within 5 feet of it takes 3 (1d6) force damage. Any nonmagical weapon made of metal or once-living material (such as bone or wood) that hits the fabricator is slowly dismantled by the minute constructs that make up the fabricator. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or once-living material that hits the fabricator is destroyed after dealing damage. At the start of each of its turns, the fabricator can choose whether this trait is active."}],"spell_list":[],"page_no":138,"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_fabricator/"},{"slug":"greed-swarm","desc":"The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its ever-expanding mass._  \nLocated in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion.//  \n**Bad Penny.** The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground.  \n**All that Glitters.** The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms.  \n**Construct Nature.** The greed swarm doesn’t require air, food, drink, or sleep.","name":"Greed Swarm","size":"Medium","type":"Construct","subtype":"Swarm","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":22,"hit_dice":"4d8+4","speed":{"fly":40,"walk":0,"hover":true},"strength":6,"dexterity":16,"constitution":12,"intelligence":1,"wisdom":9,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"force","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 9","languages":"—","challenge_rating":"1/2","cr":0.5,"actions":[{"name":"Coin Slam","desc":"Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the greed swarm's space. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"4d4"},{"name":"Coin Barrage","desc":"Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.","attack_bonus":5,"damage_dice":"2d6"},{"name":"Gather (1/Day)","desc":"The swarm magically gathers up to 100 gp worth of coins, gems, and other small, valuable objects within 60 feet of it, adding them to its mass. It regains 7 (2d6) hit points and has advantage on its next attack roll. A creature wearing or carrying such valuables must succeed on a DC 11 Dexterity saving throw or its valuables fly toward the swarm, joining the mass."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Antimagic Susceptibility","desc":"The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."},{"name":"Deafening Clatter","desc":"A creature in the swarm's space is deafened."},{"name":"False Appearance","desc":"While the greed swarm remains motionless, it is indistinguishable from a normal pile of coins and valuables."},{"name":"Swarm","desc":"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny object. Except for Gather, the swarm can't regain hit points or gain temporary hit points."}],"spell_list":[],"page_no":184,"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_greed-swarm/"},{"slug":"harbinger-of-wrath","desc":"Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._  \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle.  \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem.  \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.","name":"Harbinger of Wrath","size":"Gargantuan","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":21,"armor_desc":"natural armor","hit_points":297,"hit_dice":"18d20+108","speed":{"walk":50},"strength":28,"dexterity":8,"constitution":22,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"acid, lightning, necrotic","damage_immunities":"cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"truesight 120 ft., passive Perception 10","languages":"understands the languages of its creator but can’t speak","challenge_rating":"20","cr":20.0,"actions":[{"name":"Multiattack","desc":"The harbinger of wrath makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.","attack_bonus":15,"damage_dice":"6d8+9"},{"name":"Impale","desc":"The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement."},{"name":"Drain Life (Recharge 5-6)","desc":"The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt."},{"name":"Spike Volley (Recharge 5-6)","desc":"The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Adamantine Weapons","desc":"The harbinger's weapon attacks are adamantine and magical."},{"name":"Immutable Form","desc":"The harbinger is immune to any spell or effect that would alter its form."},{"name":"Legendary Resistance (3/Day)","desc":"If the harbinger fails a saving throw, it can choose to succeed instead."},{"name":"Magic Resistance","desc":"The harbinger has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":193,"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_harbinger-of-wrath/"},{"slug":"kobold-war-machine","desc":"A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine’s engines._  \nInspired by the sight of a fearsome Open Game License","name":"Kobold War Machine","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":16,"armor_desc":"natural armor","hit_points":114,"hit_dice":"12d10+48","speed":{"walk":25},"strength":21,"dexterity":14,"constitution":19,"intelligence":2,"wisdom":7,"charisma":1,"strength_save":null,"dexterity_save":6,"constitution_save":8,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"athletics":9},"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, prone, unconscious","senses":"darkvision 60 ft., passive Perception 8","languages":"—","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The kobold war machine makes two spiked wheel attacks. Alternatively, it can make three spit fire attacks."},{"name":"Spiked Wheel","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","attack_bonus":9,"damage_dice":"2d10+6"},{"name":"Spit Fire","desc":"Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 14 (4d6) fire damage.","attack_bonus":6,"damage_dice":"4d6"},{"name":"Fire Breath (Recharge 5-6)","desc":"The kobold war machine exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The kobold war machine is immune to any spell or effect that would alter its form."},{"name":"Operators","desc":"The kobold war machine can either take an action or move up to its speed each turn, not both. The war machine can hold up to three Small operators. If it has at least one operator, it can move and act normally as long as the operator spends its entire turn operating the war machine. When it has more than one operator, it has additional traits as long as the additional operators spend their entire turns operating the war machine.\n\nIf a creature scores a critical hit against the kobold war machine, the creature can target one of the operators with the attack instead. Otherwise, the operators can't be targeted and are immune to damage while operating the kobold war machine."},{"name":"Ram Them! (Two or More Operators)","desc":"If the kobold war machine moves at least 15 feet straight toward a target and then hits it with a spiked wheel attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone."},{"name":"Siege Monster","desc":"The kobold war machine deals double damage to objects and structures."},{"name":"That Way! (Three or More Operators)","desc":"The kobold war machine can take the Dash or Disengage action as a bonus action on each of its turns."}],"spell_list":[],"page_no":233,"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_kobold-war-machine/"},{"slug":"locksmith","desc":"The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves._  \n**Call the Locksmith.** These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind.  \n**Professional Rivalry.** Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of another locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge.  \n**Key Features.** Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys.  \n**Construct Nature.** The locksmith doesn’t require air, food, drink, or sleep.","name":"Locksmith","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":18,"armor_desc":"natural armor","hit_points":102,"hit_dice":"12d8+48","speed":{"walk":40},"strength":20,"dexterity":18,"constitution":18,"intelligence":16,"wisdom":10,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"insight":4,"stealth":8},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"fire, poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"blindsight 90 ft., passive Perception 10","languages":"Common","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The locksmith makes two key blade attacks."},{"name":"Key Blade","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.","attack_bonus":9,"damage_dice":"3d8+5"},{"name":"Acid Wash (Recharge 5-6)","desc":"The locksmith emits a cloud of rust in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Expert Lockpicker","desc":"The locksmith can use any piece of its mechanical body to pick locks and disarm traps, as if its entire body was made up of several sets of thieves' tools. It is proficient in using pieces of itself in this way. In addition, the locksmith has advantage on ability checks to pick locks and disarm traps."},{"name":"Innate Spellcasting","desc":"The locksmith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:\nAt will: mending\n3/day each: arcane lock, knock\n1/day: forcecage"}],"spell_list":[],"page_no":240,"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_locksmith/"},{"slug":"mad-piper","desc":"A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._  \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones.  \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play.  \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators.  \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones.  \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.","name":"Mad Piper","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":12,"armor_desc":"padded armor","hit_points":19,"hit_dice":"3d8+6","speed":{"walk":30},"strength":16,"dexterity":8,"constitution":14,"intelligence":5,"wisdom":7,"charisma":16,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{"performance":5},"damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 8","languages":"understands Common and Void Speech, but can’t speak","challenge_rating":"2","cr":2.0,"actions":[{"name":"Screaming Flail","desc":"Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.","attack_bonus":5,"damage_dice":"2d6+3"},{"name":"Terrible Dirge","desc":"The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Inspire","desc":"As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw."}],"spell_list":[],"page_no":250,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_mad-piper/"},{"slug":"onyx-magistrate","desc":"This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._  \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment.  \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License","name":"Onyx Magistrate","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":16,"armor_desc":"natural armor","hit_points":123,"hit_dice":"13d10+52","speed":{"fly":30,"walk":0,"hover":true},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":20,"charisma":20,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":8,"skills":{"insight":8,"intimidation":8,"perception":8,"persuasion":8,"religion":6},"damage_vulnerabilities":"","damage_resistances":"cold, fire, psychic","damage_immunities":"necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned, prone","senses":"darkvision 60 ft., passive Perception 18","languages":"Common, Infernal","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice."},{"name":"Scepter","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","attack_bonus":7,"damage_dice":"2d10+4"},{"name":"Necrotic Ray","desc":"Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.","attack_bonus":8,"damage_dice":"3d8+4"},{"name":"Dire Judgement (1/Day)","desc":"Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic."}],"bonus_actions":null,"reactions":[{"name":"Tip the Scales (Recharge 5-6)","desc":"The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The onyx magistrate is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The onyx magistrate has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The onyx magistrate's weapon attacks are magical."}],"spell_list":[],"page_no":276,"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_onyx-magistrate/"},{"slug":"repository","desc":"A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces._  \n**Secret Keepers.** The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities.  \n**Master of Language.** A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies.  \n**Right Tool for the Job.** The chest cavity of a repository contains an extradimensional space that functions like a bag of holding, granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extra-dimensional space together fades after 1 hour. An object in the extra-dimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.  \n**Construct Nature.** A repository doesn’t require air, food, drink, or sleep.","name":"Repository","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":"natural armor","hit_points":110,"hit_dice":"13d8+52","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":16,"wisdom":12,"charisma":6,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison, psychic","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 120 ft., passive Perception 11","languages":"all","challenge_rating":"7","cr":7.0,"actions":[{"name":"Multiattack","desc":"The repository makes two slash attacks."},{"name":"Slash","desc":"Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","attack_bonus":7,"damage_dice":"2d8+4"},{"name":"Language Lash (Recharge 5-6)","desc":"The repository utters words of power, unleashing psychic energy in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The repository is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The repository has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The repository's weapon attacks are magical."},{"name":"Self-Destruct","desc":"If a repository is reduced to 0 hp, it explodes, leaving behind its small, pyramidal chest cavity. Each creature within 20 feet of the repository when it explodes must make a DC 15 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one."}],"spell_list":[],"page_no":306,"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_repository/"},{"slug":"righteous-sentinel","desc":"Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm._  \nTreasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face-to-face with a righteous sentinel, eager to repel them.  \n**Keepers of Horror.** Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within.  \n**Abhors Violence.** Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters.  \n**Construct Nature.** The righteous sentinel does not require air, food, drink, or sleep.","name":"Righteous Sentinel","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful good","armor_class":15,"armor_desc":"natural armor","hit_points":104,"hit_dice":"11d10+44","speed":{"walk":30},"strength":21,"dexterity":10,"constitution":18,"intelligence":8,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":6,"skills":{"perception":6},"damage_vulnerabilities":"thunder","damage_resistances":"","damage_immunities":"poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious","senses":"darkvision 120 ft., passive Perception 16","languages":"Celestial, Common","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The righteous sentinel makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) bludgeoning damage.","attack_bonus":9,"damage_dice":"2d10+5"},{"name":"Warp Reflection (Recharge 6)","desc":"The righteous sentinel points its shield at a creature within 30 feet of it. If the target can see the sentinel's shield, the target must make a DC 15 Wisdom saving throw. On a failure, the target takes 22 (4d10) psychic damage and is frightened for 1 minute. On a success, the target takes half the damage and isn't frightened. An evil-aligned target has disadvantage on this saving throw. At the start of each of the frightened creature's turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}],"bonus_actions":null,"reactions":[{"name":"Reflective Retribution","desc":"The sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the sentinel must see the attacker. If the attack misses, the attacker takes 11 (2d10) psychic damage."}],"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The sentinel is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The sentinel has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The sentinel's weapon attacks are magical."},{"name":"Reflective Aggression","desc":"The sentinel has disadvantage on attack rolls against creatures that haven't hit it within the last minute. In addition, it has advantage on attack rolls against a creature if the creature dealt damage to it in the previous round."},{"name":"Spell-Deflecting Mirror","desc":"Any time the sentinel is targeted by a ranged spell attack roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target."}],"spell_list":[],"page_no":307,"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_righteous-sentinel/"},{"slug":"runeswarm","desc":"A cloud of inky runes churns as some of the markings illuminate briefly._  \n**Untended Runes.** Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings.  \n**Early Warning.** Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects.","name":"Runeswarm","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":15,"armor_desc":null,"hit_points":150,"hit_dice":"20d10+40","speed":{"walk":0,"fly":60},"strength":3,"dexterity":20,"constitution":15,"intelligence":2,"wisdom":12,"charisma":18,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"","damage_resistances":"bludgeoning, piercing, slashing","damage_immunities":"","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned","senses":"blindsight 60 ft. (blind beyond this radius), passive Perception 11","languages":"—","challenge_rating":"10","cr":10.0,"actions":[{"name":"Multiattack","desc":"The runeswarm can use Runecast. It then makes two cutting runes attacks."},{"name":"Cutting Runes","desc":"Melee Weapon Attack: +11 to hit, reach 0 ft., one creature in the swarm's space. Hit: 15 (6d4) slashing damage, or 7 (3d4) slashing damage if the swarm has half of its hp or fewer.","attack_bonus":11,"damage_dice":"6d4"},{"name":"Runecast","desc":"The runes swirling within the swarm form into the shape of a random rune, causing one of the following magical effects. Roll a d6 to determine the effect.\n1. Algiz. The runeswarm magically calls 2d4 elk or 1 megaloceros. The called creatures arrive on initiative count 20 of the next round and defend the runeswarm. The beasts remain for 1 minute or until the runeswarm dies.\n2. Dagaz. The runeswarm emits a burst of blinding light. Each creature within 20-feet of the swarm must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.\n3. Ehwaz, Raido. A random willing target within 20 feet of the runeswarm gains the benefits of the expeditious retreat and freedom of movement spells for 1 minute.\n4. Ingwaz. A random willing target within 20 feet of the runeswarm receives a brief glimpse of the immediate future and has advantage on its next ability check, attack roll, or saving throw.\n5. Isaz, Kaunen, Sowilo, Turisaz. Fire, lightning, radiance, or cold winds swirl around the runeswarm. Each creature within 20 feet of the swarm must make a DC 16 Dexterity saving throw, taking 14 (4d6) cold (isaz), fire (kaunen), radiant (sowilo) or lightning (turisaz) damage on a failed save, or half as much damage on a successful one. Roll a d4 to determine the rune: isaz (1), kaunen (2), sowilo (3), turisaz (4).\n6. Tewaz. The runeswarm glows with a baleful light. Each creature within 20 feet of the swarm must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Magic Resistance","desc":"The runeswarm has advantage on saving throws against spells and other magical effects."},{"name":"Swarm","desc":"The runeswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hp or gain temporary hp."}],"spell_list":[],"page_no":310,"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_runeswarm/"},{"slug":"tetomatli","desc":"","name":"Tetomatli","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"chaotic evil","armor_class":16,"armor_desc":"natural armor","hit_points":152,"hit_dice":"16d10+64","speed":{"walk":30},"strength":20,"dexterity":10,"constitution":18,"intelligence":5,"wisdom":11,"charisma":3,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":3,"skills":{"athletics":8,"perception":3},"damage_vulnerabilities":"","damage_resistances":"acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks","damage_immunities":"poison, psychic;","condition_immunities":"blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"tremorsense 90 ft. (blind beyond this radius), passive Perception 13","languages":"understands the languages of its creator but can’t speak","challenge_rating":"8","cr":8.0,"actions":[{"name":"Multiattack","desc":"The tetomatli makes one head slam attack and one wing buffet attack."},{"name":"Head Slam","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.","attack_bonus":8,"damage_dice":"3d10+5"},{"name":"Wing Buffet","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","attack_bonus":8,"damage_dice":"2d6+5"},{"name":"Tremor (Recharge 6)","desc":"The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Diving Head Slam","desc":"If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available."},{"name":"Heavy Flier","desc":"The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage."},{"name":"Magic Resistance","desc":"The tetomatli has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The tetomatli's weapon attacks are magical."},{"name":"Siege Monster","desc":"The tetomatli deals double damage to objects and structures."}],"spell_list":[],"page_no":345,"environments":[],"img_main":null,"document__slug":"tob2","document__title":"Tome of Beasts 2","document__license_url":"http://open5e.com/legal","document__url":"https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/","v2_converted_path":"/v2/creatures/tob2_tetomatli/"},{"slug":"thornheart-guardian","desc":"A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods._  \nThornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of Open Game License","name":"Thornheart Guardian","size":"Large","type":"Construct","subtype":"","group":null,"alignment":"lawful evil","armor_class":18,"armor_desc":"natural armor","hit_points":133,"hit_dice":"14d10+56","speed":{"walk":30},"strength":19,"dexterity":10,"constitution":18,"intelligence":7,"wisdom":14,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"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":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 16","languages":"understands the languages of its creator but can’t speak","challenge_rating":"9","cr":9.0,"actions":[{"name":"Multiattack","desc":"The thornheart guardian makes three attacks: two with its barbed greatsword and one with its thorny whip."},{"name":"Barbed Greatsword","desc":"Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) piercing damage."},{"name":"Thorny Whip","desc":"Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, the guardian can automatically hit the target with its thorny whip, and the guardian can't make thorny whip attacks against other targets.","attack_bonus":8,"damage_dice":"2d6+4"},{"name":"Grasp of the Briar (Recharge 5-6)","desc":"The thornheart guardian summons grasping, thorny vines to impede and drain the life of its foes. The ground within 20 feet of the thornheart guardian becomes difficult terrain for 1 minute. This difficult terrain doesn't cost the thornheart guardian extra movement. A creature that enters or starts its turn in the area must succeed on a DC 16 Strength saving throw or be restrained by the plants. A restrained creature takes 7 (2d6) necrotic damage at the start of each of its turns. A creature, including the restrained target, can take its action to break the target free of the vines by succeeding on a DC 16 Strength check."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The thornheart guardian is immune to any spell or effect that would alter its form"},{"name":"Magic Resistance","desc":"The thornheart guardian has advantage on saving throws against spells and other magical effects."},{"name":"Magic Weapons","desc":"The thornheart guardian's weapon attacks are magical"},{"name":"Woodland Walk","desc":"Difficult terrain composed of nonmagical plants doesn't cost the thornheart guardian extra movement. In addition, the thornheart guardian can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard."}],"spell_list":[],"page_no":346,"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_thornheart-guardian/"},{"slug":"vine-golem","desc":"A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave._  \n**Druid Servants.** Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems.  \n**Golems without Creators.** When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator.  \n**Construct Nature.** A vine golem doesn’t require air, food, drink, or sleep.","name":"Vine Golem","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"neutral","armor_class":14,"armor_desc":null,"hit_points":67,"hit_dice":"9d8+27","speed":{"climb":30,"walk":30},"strength":12,"dexterity":18,"constitution":17,"intelligence":6,"wisdom":10,"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,"stealth":6},"damage_vulnerabilities":"slashing","damage_resistances":"bludgeoning and piercing from nonmagical attacks not made with adamantine weapons","damage_immunities":"poison","condition_immunities":"charmed, exhaustion, frightened, paralyzed, poisoned","senses":"darkvision 60 ft., passive Perception 12","languages":"understands the languages of its creator but can’t speak","challenge_rating":"3","cr":3.0,"actions":[{"name":"Multiattack","desc":"The vine golem makes two thorned vine attacks."},{"name":"Thorned Vine","desc":"Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 10 feet toward the vine golem.","attack_bonus":6,"damage_dice":"1d8+4"},{"name":"Thorned Embrace","desc":"Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the vine golem can't embrace another target.","attack_bonus":6,"damage_dice":"2d8+4"}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Bound","desc":"The vine golem is psychically bound to its creator and can communicate telepathically with its creator as long as neither is incapacitated. In addition, each knows the distance to and direction of the other. The golem and its creator don't have to be on the same plane of existence to communicate telepathically, but they do have to be on the same plane to know each other's distance and direction."},{"name":"Creator's Eyes and Ears","desc":"As a bonus action, the creator can see through the vine golem's eyes and hear what it hears until the start of the creator's next turn, gaining the benefits of the vine golem's darkvision. During this time, the creator is deaf and blind with regard to its own senses. While using the construct's senses, the creator can cast a spell through the vine golem, using those senses to target the spell. The range, area, and effect of the spell are calculated as if the spell originated from the vine golem, not the master, though the master must still cast the spell on the master's turn. Spells that require concentration must be maintained by the master."},{"name":"Immutable Form","desc":"The vine golem is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The vine golem has advantage on saving throws against spells and other magical effects."},{"name":"Plant Camouflage","desc":"The vine golem has advantage on Dexterity (Stealth) checks it makes in any terrain that contains ample obscuring plant life."}],"spell_list":[],"page_no":181,"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_vine-golem/"},{"slug":"wood-ward","desc":"This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs._  \nIn remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows.  \n**Animated Protectors.** When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber.  \n**Implements of Terror.** Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards.  \n**Construct Nature.** A wood ward doesn’t require air, food, drink, or sleep.","name":"Wood Ward","size":"Medium","type":"Construct","subtype":"","group":null,"alignment":"unaligned","armor_class":13,"armor_desc":"natural armor","hit_points":19,"hit_dice":"2d10+8","speed":{"walk":30},"strength":11,"dexterity":12,"constitution":18,"intelligence":3,"wisdom":12,"charisma":1,"strength_save":null,"dexterity_save":null,"constitution_save":null,"intelligence_save":null,"wisdom_save":null,"charisma_save":null,"perception":null,"skills":{},"damage_vulnerabilities":"fire","damage_resistances":"","damage_immunities":"poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","senses":"darkvision 60 ft., passive Perception 11","languages":"understands the languages of its creator but can’t speak","challenge_rating":"1","cr":1.0,"actions":[{"name":"Multiattack","desc":"The wood ward makes two slam attacks."},{"name":"Slam","desc":"Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 3 (1d4 + 1) bludgeoning damage.","attack_bonus":3,"damage_dice":"1d4+1"},{"name":"Horror Gaze (1/Day)","desc":"The wood ward's eye sockets release an eerie glow in a 30-foot cone. Each creature in the area must succeed on a DC 10 Charisma saving throw or be 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 wood ward's Horror Gaze for the next 24 hours."}],"bonus_actions":null,"reactions":null,"legendary_desc":"","legendary_actions":null,"special_abilities":[{"name":"Immutable Form","desc":"The wood ward is immune to any spell or effect that would alter its form."},{"name":"Magic Resistance","desc":"The wood ward has advantage on saving throws against spells and other magical effects."}],"spell_list":[],"page_no":374,"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_wood-ward/"}]}