Monster List
list: API endpoint for returning a list of monsters.
retrieve: API endpoint for returning a particular monster.
GET /v1/monsters/?format=api&ordering=-challenge_rating&page=19
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-challenge_rating&page=20", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-challenge_rating&page=18", "results": [ { "slug": "rat-king", "desc": "_A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs._ \n**Fused at the Tail.** A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage. Its numbers and powers grow quickly. \n**Rule Sewers and Slums.** The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. \n**Plague and Dark Magic.** The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad.", "name": "Rat King", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "9d8+36", "speed": { "walk": 30, "burrow": 20 }, "strength": 6, "dexterity": 16, "constitution": 18, "intelligence": 11, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Thieves' Cant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rat king makes four bite attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Summon Swarm (1/Day)", "desc": "The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies." } ], "bonus_actions": null, "reactions": [ { "name": "Absorption", "desc": "When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The rat king has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Plague of Ill Omen", "desc": "The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result." } ], "spell_list": [], "page_no": 318, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rat-king/" }, { "slug": "ravenala", "desc": "_Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons._ \n**Leafy Advisors.** Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. \n**Prisoners Lamentation.** Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb.", "name": "Ravenala", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "12d10+60", "speed": { "walk": 30 }, "strength": 20, "dexterity": 10, "constitution": 20, "intelligence": 12, "wisdom": 16, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "cold, fire", "damage_resistances": "bludgeoning, piercing", "damage_immunities": "", "condition_immunities": "blinded, deafened", "senses": "passive Perception 13", "languages": "Common, Druidic, Elvish, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ravenala makes two slam attacks or two bursting pod attacks." }, { "name": "Slam", "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": "Bursting Pod", "desc": "Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.", "attack_bonus": 8, "damage_dice": "1d6" }, { "name": "Lamenting Engulfment", "desc": "The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The ravenala has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: entangle, sleep\n\n1/day each: heal, wall of thorns" }, { "name": "Green Walk", "desc": "The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement." } ], "spell_list": [], "page_no": 321, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenala/" }, { "slug": "ravenfolk-doom-croaker", "desc": "_While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks._ \nThe ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. \n**Odin’s Children.** To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. \nOdin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. \n_**Flightless but Bold.**_ Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95-105 lb. Albino ravenfolk are found in southern climates. \nRavenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. \n_**Feather Speech.**_ The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races.", "name": "Ravenfolk Doom Croaker", "size": "Medium", "type": "Humanoid", "subtype": "kenku", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "studded leather armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 12, "intelligence": 12, "wisdom": 18, "charisma": 14, "strength_save": 3, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 10, "skills": { "perception": 10 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 20", "languages": "Common, Feather Speech, Huginn", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Ghost Wings", "desc": "The ravenfolk doom croaker furiously \"beats\"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn." }, { "name": "Radiant Runestaff", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.", "attack_bonus": 3, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mimicry", "desc": "Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry." }, { "name": "Magic Resistance", "desc": "The doom croaker has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: comprehend languages\n\n3/day each: counterspell, fear, phantom steed\n\n1/day each: blight, call lightning, clairvoyance, insect plague\n\n1/week: legend lore" } ], "spell_list": [], "page_no": 324, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_ravenfolk-doom-croaker/" }, { "slug": "rift-swine", "desc": "_This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides._ \nFrom time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light. \n**Destructive Herds.** Rift swine travel in herds of 5-8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed. \n**Abyssal Meat.** The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed.", "name": "Rift Swine", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d10+39", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 17, "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": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "force, poison", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The rift swine makes one tusks attack and two tentacle attacks." }, { "name": "Tusks", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "360-Degree Vision", "desc": "The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight." }, { "name": "Chaos mutations", "desc": "50% of rift swine have additional mutant features. Choose or roll on the table below.\n\n1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.\n\n2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).\n\n3 - Covered in Slime:Increase the rift swine's AC by 1.\n\n4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.\n\n5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.\n\n6 - Roll Twice" } ], "spell_list": [], "page_no": 326, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_rift-swine/" }, { "slug": "sand-hag", "desc": "_This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips._ \n**Hatred of Beauty.** Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. \n**False Oasis.** They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. \n**Drain Bodies.** For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. \nSand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength.", "name": "Sand Hag", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 30, "burrow": 30 }, "strength": 18, "dexterity": 15, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "deception": 6, "perception": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Dwarvish, Giant, Gnomish", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sand hag makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Scouring Sirocco (Recharge 5-6)", "desc": "The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn." }, { "name": "Change Shape", "desc": "The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The sand hag has advantage on saving throws against spells and other magical effects." }, { "name": "Innate Spellcasting", "desc": "the sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n2/day each: hallucinatory terrain, major image" }, { "name": "Mimicry", "desc": "The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check." }, { "name": "Scorpion Step", "desc": "The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft." } ], "spell_list": [], "page_no": 245, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sand-hag/" }, { "slug": "sandman", "desc": "_Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars._ \n**Bringers of Nightmares.** Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. \n**Abduct Dreamers.** Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. \n**Ethereal Dreamscapes.** When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters.", "name": "Sandman", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 40 }, "strength": 11, "dexterity": 19, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, poisoned, unconscious", "senses": "truesight 60 ft., passive Perception 12", "languages": "Common, Celestial, Giant, Infernal, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sandman makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Eye-Closer's Curse", "desc": "If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic." }, { "name": "Innate Spellcasting", "desc": "the sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\nat will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)\n\n3/day each: hypnotic pattern, major image\n\n1/day each: dream, phantasmal killer (5d10)" }, { "name": "Stuff of Dreams", "desc": "Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage." }, { "name": "Surprise Attack", "desc": "If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack." } ], "spell_list": [], "page_no": 333, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sandman/" }, { "slug": "sarcophagus-slime", "desc": "_The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center._ \n**Vigilant Slime.** Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. \n**Muddled Origins.** Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. \n**Death to Tomb Robbers.** These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. \n**Undead Nature.** A sarcophagus slime doesn’t require air, food, drink, or sleep.", "name": "Sarcophagus Slime", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 11, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 20 }, "strength": 14, "dexterity": 12, "constitution": 18, "intelligence": 3, "wisdom": 12, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, necrotic", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, poisoned, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 11", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Frightful Presence", "desc": "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours." }, { "name": "Corrupting Gaze", "desc": "The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 336, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_sarcophagus-slime/" }, { "slug": "shadow-fey-forest-hunter", "desc": "", "name": "Shadow Fey Forest Hunter", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 104, "hit_dice": "19d8+19", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 12, "intelligence": 11, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 7, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "arcana": 3, "perception": 4, "stealth": 10, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two ranged attacks." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sneak Attack (1/turn)", "desc": "The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 173, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-forest-hunter/" }, { "slug": "spawn-of-arbeyach", "desc": "", "name": "Spawn Of Arbeyach", "size": "Medium", "type": "Fiend", "subtype": "devil", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 40, "climb": 20 }, "strength": 18, "dexterity": 15, "constitution": 15, "intelligence": 10, "wisdom": 13, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., tremorsense 60 ft., passive Perception 14", "languages": "Infernal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "A Spawn of Arbeyach makes one bite attack and two stinger attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Stinger", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 7, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hive Mind", "desc": "Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are." }, { "name": "Innate Spellcasting", "desc": "The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet." } ], "spell_list": [], "page_no": 97, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_spawn-of-arbeyach/" }, { "slug": "subek", "desc": "_For most of the year the subek are a kindly race, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers._ \n**Riverbank Homes.** Subek are crocodile-headed humanoids that dwell along the banks of great rivers. They are tailless, possessing muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 lb., and can live up to 300 years. \nDuring the dry season, subek are friendly, thoughtful scholars, historians, and artisans. \n**Flood Fever.** Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. \nDuring flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill nonsubek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders. \n**Keep Their Distance.** Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways. \nSubek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization.", "name": "Subek", "size": "Large", "type": "Humanoid", "subtype": "subek", "group": null, "alignment": "lawful neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "8d10+32", "speed": { "walk": 30, "swim": 20 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 14, "wisdom": 13, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "history": 5, "investigation": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Thrash", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.", "attack_bonus": 7, "damage_dice": "2d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "The subek can hold its breath for 15 minutes." }, { "name": "Flood Fever", "desc": "During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation." }, { "name": "Blood Frenzy", "desc": "The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points." } ], "spell_list": [], "page_no": 371, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_subek/" }, { "slug": "temple-dog", "desc": "_Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards._ \nA temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout. \n**Divine Colors.** Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary. \n**Travel with Priests.** As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision. \nTemple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws.", "name": "Temple Dog", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "good", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8+30", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 15, "intelligence": 8, "wisdom": 14, "charisma": 10, "strength_save": 7, "dexterity_save": null, "constitution_save": 5, "intelligence_save": 2, "wisdom_save": 5, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 15", "languages": "understands Celestial and Common but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.", "attack_bonus": 7, "damage_dice": "3d6+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Magic Resistance", "desc": "The temple dog has advantage on saving throws against spells and other magical effects." }, { "name": "Protector's Initiative", "desc": "If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll." }, { "name": "Rushing Slam", "desc": "If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action." } ], "spell_list": [], "page_no": 378, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_temple-dog/" }, { "slug": "tosculi-elite-bow-raider", "desc": "The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. \nThose few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. \nTosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red, streaked with dark crimson veins. Elite bow raiders also tower over common tosculi—they stand over 5 feet tall and weigh 130 lb. \n**Warband Leaders.** Elite bow raiders lead larger raiding parties of warriors and drones to gather slaves and sacrifices. As rare and prized members of the hive, a bow raider’s life is never thrown away like drones’ or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their hive-queen, both within the hive and on those rare occasions when the queen ventures outside.", "name": "Tosculi Elite Bow Raider", "size": "Medium", "type": "Humanoid", "subtype": "tosculi", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30, "fly": 60 }, "strength": 14, "dexterity": 18, "constitution": 17, "intelligence": 12, "wisdom": 14, "charisma": 12, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 16", "languages": "Gnoll, Infernal, Tosculi", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The tosculi elite bow raider makes two longbow attacks or two claws attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d6" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Deadly Precision", "desc": "The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below)." }, { "name": "Evasive", "desc": "Ranged weapon attacks against the tosculi elite bow raider have disadvantage." }, { "name": "Keen Smell", "desc": "The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Skirmisher", "desc": "The tosculi elite bow raider can Dash as a bonus action." } ], "spell_list": [], "page_no": 386, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_tosculi-elite-bow-raider/" }, { "slug": "vapor-lynx", "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._ \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels. \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet. \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.", "name": "Vapor Lynx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 50, "climb": 30 }, "strength": 15, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vapor lynx makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form" }, { "name": "Smoky Constitution", "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud." } ], "spell_list": [], "page_no": 398, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vapor-lynx/" }, { "slug": "vila", "desc": "_These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm._ \n**Dryad Cousins.** The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests. \n**Demand Oaths.** Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night. \n**Hunt with a Pack.** Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them.", "name": "Vila", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 15, "armor_desc": "", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 13, "intelligence": 11, "wisdom": 14, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 6, "perception": 8, "skills": { "insight": 5, "intimidation": 6, "perception": 8, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Sylvan, telepathy 60 ft. (beasts only)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "A vila makes two shortsword attacks or two shortbow attacks." }, { "name": "+1 Shortsword", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "1d6" }, { "name": "+1 Shortbow", "desc": "Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.", "attack_bonus": 9, "damage_dice": "1d6" }, { "name": "Fascinate (1/Day)", "desc": "When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours." }, { "name": "Forest Song (1/Day)", "desc": "The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dance of the Luckless (1/Day)", "desc": "Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non-vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken." }, { "name": "Forest Quickness", "desc": "While in forest surroundings, a vila receives a +4 bonus on initiative checks." }, { "name": "Forest Meld", "desc": "A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell." }, { "name": "Innate Spellcasting", "desc": "the vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day: sleep\n\n1/week: control weather" } ], "spell_list": [], "page_no": 400, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vila/" }, { "slug": "wormhearted-suffragan", "desc": "_This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility._ \n**Dark Worm Hearts.** Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of a demon lord, it replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. \n**Prey on the Wounded.** They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. \n**Fear Light and Radiance.** Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife. \n**Undead Nature.** A wormhearted suffragan doesn’t require air, food, drink, or sleep.", "name": "Wormhearted Suffragan", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 12, "armor_desc": null, "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "medicine": 6, "religion": 3 }, "damage_vulnerabilities": "radiant", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack." }, { "name": "Helminth Infestation", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.", "attack_bonus": 5, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: command, detect evil and good\n\n4/day: inflict wounds\n\n2/day each: blindness-deafness, hold person\n\n1/day each: animate dead, speak with dead" } ], "spell_list": [], "page_no": 410, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_wormhearted-suffragan/" }, { "slug": "young-spinosaurus", "desc": "_A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids._ \n_**Friend to Lizardfolk.**_ The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. \n_**Enormous Size and Color.**_ This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. \n_**Swift Predator.**_ A spinosaurus is quick on both land and water.", "name": "Young Spinosaurus", "size": "Huge", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "10d12+40", "speed": { "walk": 50, "swim": 30 }, "strength": 23, "dexterity": 11, "constitution": 19, "intelligence": 2, "wisdom": 11, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The spinosaurus makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.", "attack_bonus": 9, "damage_dice": "3d12" }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.", "attack_bonus": 9, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Tamed", "desc": "The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid." } ], "spell_list": [], "page_no": 116, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-spinosaurus/" }, { "slug": "zmey-headling", "desc": "A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads. \n**Constant Feeding Frenzy.** Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey.", "name": "Zmey Headling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30, "swim": 20 }, "strength": 16, "dexterity": 10, "constitution": 1, "intelligence": 8, "wisdom": 16, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire", "damage_immunities": "", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Draconic, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The zmey headline makes one bite attack and one claws attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d12" }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.", "attack_bonus": 11, "damage_dice": "2d12" }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The zmey headling can breathe air and water." }, { "name": "Regeneration", "desc": "The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate." } ], "spell_list": [], "page_no": 417, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_zmey-headling/" }, { "slug": "air_elemental_bf", "desc": "", "name": "Air Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 15, "armor_desc": null, "hit_points": 94, "hit_dice": "", "speed": { "walk": 0, "fly": 90, "hover": true }, "strength": 14, "dexterity": 20, "constitution": 14, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": 2, "dexterity_save": 5, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -2, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "thunder,Elemental Resilience", "damage_immunities": "lightning,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Auran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two Wind Lash or Lightning Bolt attacks." }, { "name": "Wind Lash", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (3d8+5) bludgeoning damage." }, { "name": "Lightning Bolt", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 30/120 ft., one target. _Hit:_ 18 (3d8+5) lightning damage." }, { "name": "Whirlwind (Recharge 4-6)", "desc": "Each creature in the elemental's space must make a DC 13 STR save. On a failure, a target takes 18 (3d8+5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 DEX save or take the same damage and be knocked prone. If the save is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone." } ], "bonus_actions": [], "reactions": [ { "name": "Thunderous Retreat", "desc": "When a creature the air elemental can see deals damage to it, the elemental can expel a crack of thunder and move up to 15 feet to an unoccupied space it can see. Each creature within 5 feet of the space the elemental left must succeed on a DC 13 CON save or take 7 (2d6) thunder damage." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Air Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Cloud Camouflage", "desc": "The elemental's Stealth is 20 while in clouds, fog, or windy weather." }, { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_air-elemental/" }, { "slug": "barbed_devil_bf", "desc": "", "name": "Barbed Devil", "size": "medium", "type": "Fiend", "subtype": "Devil", "group": "Devils", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "", "speed": { "walk": 30 }, "strength": 22, "dexterity": 16, "constitution": 24, "intelligence": 12, "wisdom": 20, "charisma": 20, "strength_save": 6, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": 1, "wisdom_save": 5, "charisma_save": 5, "perception": 18, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Devilish Resilience", "damage_immunities": "Devilish Resilience", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Infernal,telepathy 120 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two Claw attacks and one Tail attack, or it makes three Hurl Flame attacks." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage." }, { "name": "Hurl Flame", "desc": "_Ranged Spell Attack:_ +5 to hit, range 150 ft., one target. _Hit:_ 12 (3d6+2) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Barbed Death", "desc": "When the barbed devil dies, its body withers, leaving behind a mass of spikes on the ground in a 10-foot radius centered on the devil's body. The area becomes difficult terrain for 1 minute, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels." }, { "name": "Barbed Hide", "desc": "A creature that hits the barbed devil with a melee attack while within 5 feet of it takes 3 (1d6) piercing damage. A creature that starts its turn grappling or grappled by the barbed devil takes 3 (1d6) piercing damage." }, { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the devil's darkvision." }, { "name": "Devilish Resilience", "desc": "The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_barbed-devil/" }, { "slug": "bard_bf", "desc": "", "name": "Bard", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 15, "armor_desc": "studded leather", "hit_points": 114, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 22, "constitution": 12, "intelligence": 14, "wisdom": 12, "charisma": 24, "strength_save": 0, "dexterity_save": 6, "constitution_save": 1, "intelligence_save": 2, "wisdom_save": 1, "charisma_save": 7, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Artistic Expression", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Common plus any two languages", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The bard makes two Rapier or Hand Crossbow attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Rapier", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5. ft., one target. _Hit:_ 7 (1d8+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression." }, { "name": "Hand Crossbow", "desc": "_Ranged Weapon Attack:_+6 to hit, range 30/120 ft., one target. _Hit:_ 6 (1d6+3) piercing damage plus 13 (3d8) damage of the type determined by Artistic Expression." }, { "name": "Dissonant Outburst (Recharge 4-6)", "desc": "Each creature within 30 feet of the bard and that can see or hear it must make a DC 15 WIS save. On a failure, a creature takes 14 (4d6) thunder damage and 7 (2d6) psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and doesn't have disadvantage on attack rolls and ability checks." }, { "name": "Spellcasting", "desc": "The bard casts one of the following spells, using CHA as the spellcasting ability (spell save DC 15).<br>At will: dancing lights, mage hand, message<br>3/day each: _faerie fire_, _hold_, _suggestion_<br>1/day each: _confusion_, _greater invisibility_" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Artistic Expression", "desc": "The bard has one primary form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. It is resistant to one type of damage associated with that artistic expression. For example, a bard expressing art through song or oration is resistant to thunder damage, a bard expressing art through paint is resistant to acid or poison damage (the bard's choice), and a bard expressing art through witty discourse or clever quips is resistant to psychic damage. This trait can't make the bard resistant to force, necrotic, or radiant damage." }, { "name": "Expressive Weapons", "desc": "When the bard hits with any weapon, the weapon deals an extra 3d8 damage of the type determined by Artistic Expression." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_bard/" }, { "slug": "bulette_bf", "desc": "", "name": "Bulette", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 108, "hit_dice": "", "speed": { "walk": 40, "burrow": 40 }, "strength": 24, "dexterity": 10, "constitution": 20, "intelligence": 2, "wisdom": 10, "charisma": 4, "strength_save": 7, "dexterity_save": 0, "constitution_save": 5, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -3, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The bulette makes two Bite attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 20 (3d10+4) piercing damage." }, { "name": "Deadly Leap (Recharge 5-6)", "desc": "The bulette leaps up to 30 feet, diving onto a point it can see or sense within that range and landing on its feet with a thunderous crash. It occupies a space of its choice within 5 feet of that point, and each creature within 10 feet of that point must make a DC 15 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and 14 (4d6) thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Any creature in the bulette's space is then pushed into an unoccupied space within 5 feet of the bulette. If no unoccupied space is within range, the creature instead falls prone in the bulette's space." } ], "bonus_actions": [ { "name": "Seek Prey", "desc": "The bulette looks and sniffs around for new prey, releasing a satisfied, guttural chirp when it settles on one. One creature the bulette can see or sense within 30 feet of it and that can see or hear the bulette must make a DC 15 WIS save. On a failure, the target is frightened until the end of its next turn, and the bulette has advantage on the next attack roll it makes against the creature before the start of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The bulette is resistant to exhaustion and to the frightened condition." }, { "name": "Standing Leap", "desc": "The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_bulette/" }, { "slug": "crocodile_giant_bf", "desc": "", "name": "Crocodile, Giant", "size": "huge", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "", "speed": { "walk": 30, "swim": 50 }, "strength": 26, "dexterity": 8, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": 8, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "charmed", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The crocodile makes one Bite attack and one Tail attack." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one creature. _Hit:_ 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't Bite another target." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target not grappled by the crocodile. _Hit:_ 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 STR save or be knocked prone." } ], "bonus_actions": [ { "name": "Death Roll", "desc": "One creature grappled by the crocodile must make a DC 16 STR save, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hold Breath", "desc": "The crocodile can hold its breath for 30 minutes." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_crocodile-giant/" }, { "slug": "earth_elemental_bf", "desc": "", "name": "Earth Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "", "speed": { "walk": 30, "burrow": 30 }, "strength": 20, "dexterity": 8, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 4, "strength_save": 5, "dexterity_save": -1, "constitution_save": 5, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "Elemental Resilience", "damage_immunities": "lightning,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "Terran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes three Slam attacks, or it makes two Lob Stone attacks. If two Slam or Lob Stone attacks hit one creature, the target must succeed on a DC 16 STR save or be knocked prone." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 20/60 ft., one target. _Hit:_ 21 (3d10+5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Earth Tremor (Recharge 4-6)", "desc": "The earth elemental causes the ground on a point it can see within 30 feet of it to rumble and shake violently. Each creature within 10 feet of that point must succeed on a DC 16 DEX save or be knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material through which it moves." }, { "name": "Earthen Camouflage", "desc": "The elemental's Stealth is 14 while in muddy, rocky, sandy, or stony terrain." }, { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the paralyzed, petrified, poisoned, and unconscious conditions." }, { "name": "Siege Monster", "desc": "The elemental deals double damage to objects and structures." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_earth-elemental/" }, { "slug": "fire_elemental_bf", "desc": "", "name": "Fire Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 13, "armor_desc": null, "hit_points": 110, "hit_dice": "", "speed": { "walk": 50 }, "strength": 10, "dexterity": 16, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": 0, "dexterity_save": 3, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Elemental Resilience", "damage_immunities": "fire,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Ignan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two Fiery Touch or Spit Fire attacks." }, { "name": "Fiery Touch", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Spit Fire", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 16 (3d8+3) fire damage." } ], "bonus_actions": [ { "name": "Fiery Dash (Recharge 4-6)", "desc": "The elemental moves up to 20 feet in a straight line and can move through the space of any Large or smaller creature without provoking opportunity attacks. Each space along that line catches fire until the start of the elemental's next turn. A creature that enters a burning space for the first time on a turn or starts its turn there must succeed on a DC 14 DEX save or take 5 (1d10) fire damage." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The fire elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The fire elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." }, { "name": "Fire Camouflage", "desc": "The fire elemental's Stealth is 18 while in a Medium or larger fire." }, { "name": "Fire Form", "desc": "The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature must succeed on a DC 14 DEX save or take 5 (1d10) fire damage and catch fire; until a creature takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The elemental sheds bright light in a 30-foot radius and dim light for an additional 30 feet." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_fire-elemental/" }, { "slug": "flesh_golem_bf", "desc": "", "name": "Flesh Golem", "size": "medium", "type": "Construct", "subtype": "", "group": "Golems", "alignment": "", "armor_class": 9, "armor_desc": null, "hit_points": 129, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 8, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 4, "strength_save": 4, "dexterity_save": -1, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning,Flesh Golem Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The golem makes two Slam attacks." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage." }, { "name": "Creator's Anguish (Recharge 5-6)", "desc": "The golem releases a wave of emotional anguish from its core. Each creature within 15 feet of the golem must make a DC 15 WIS save. On a failure, a creature takes 31 (9d6) psychic damage and is incapacitated until the end of its next turn, as its mind fills with memories of its greatest failures. On a success, a creature takes half the damage and isn't incapacitated." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aversion of Fire", "desc": "If the golem takes fire damage, it loses its immunity to the frightened condition and has disadvantage on attack rolls and ability checks until the end of its next turn." }, { "name": "Berserk (55 HP or Fewer)", "desc": "When the golem starts its turn, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its HP. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 CHA (Persuasion) check. If the check succeeds, the golem ceases being berserk. If the golem takes damage while still at 55 HP or fewer, the golem might go berserk again." }, { "name": "Construct Nature", "desc": "The golem doesn't require air, food, drink, or sleep." }, { "name": "Flesh Golem Resilience", "desc": "The golem is immune to poison damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and to the charmed, frightened, paralyzed, petrified, and poisoned conditions." }, { "name": "Immutable Form", "desc": "The golem is immune to any spell or effect that would alter its form." }, { "name": "Lightning Absorption", "desc": "Whenever the golem is subjected to lightning damage, it takes no damage and instead regains HP equal to the lightning damage dealt." }, { "name": "Magic Resistance", "desc": "The golem has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The golem's weapon attacks are magical." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_flesh-golem/" }, { "slug": "gladiator_bf", "desc": "", "name": "Gladiator", "size": "medium", "type": "Humanoid", "subtype": "Any Lineage", "group": "NPCs", "alignment": "", "armor_class": 16, "armor_desc": "studded leather, shield", "hit_points": 108, "hit_dice": "", "speed": { "walk": 30 }, "strength": 24, "dexterity": 14, "constitution": 22, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 2, "constitution_save": 6, "intelligence_save": 0, "wisdom_save": 1, "charisma_save": 2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "frightened", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "any one language (usually Common)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The gladiator makes two Shield Bash attacks and two Spear attacks, or it makes three Spear attacks." }, { "name": "Shield Bash", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 9 (2d4+4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 STR save or be knocked prone." }, { "name": "Spear", "desc": "_Melee or Ranged Weapon Attack:_ +7 to hit, reach 5 ft. and range 20/60 ft., one target. _Hit:_ 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack." } ], "bonus_actions": [ { "name": "Entertaining Display", "desc": "The gladiator slams its spear against its shield, twirls its spear, or roars while flexing, entertaining or intimidating up to two creatures it can see within 15 feet of it. Each target must succeed on a DC 15 CHA save or be charmed or frightened (the gladiator's choice) until the end of its next turn." } ], "reactions": [ { "name": "Parry", "desc": "The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Brutal", "desc": "A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_gladiator/" }, { "slug": "gorgon_bf", "desc": "", "name": "Gorgon", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 96, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 18, "intelligence": 2, "wisdom": 14, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 4, "intelligence_save": -4, "wisdom_save": 2, "charisma_save": -2, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "poison,petrified,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Petrifying Breath (Recharge 5-6)", "desc": "The gorgon exhales poisonous, petrifying gas in a 30-foot cone. Creatures in the area must make a DC 13 CON save. On a failure, a creature takes 21 (6d6) poison damage and is restrained as it begins to turn to stone. On a success, a creature takes half the damage and isn't restrained. A restrained creature must repeat the save at the end of its next turn. On a success, the effect ends on the creature. On a failure, the creature is petrified until freed by the greater restoration spell or other magic." }, { "name": "Multiattack", "desc": "The gorgon makes one Gore attack and one Hooves attack." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 18 (2d12+5) piercing damage." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) bludgeoning damage." } ], "bonus_actions": [], "reactions": [ { "name": "Poisonous Retort", "desc": "When the gorgon is hit by an attack from a creature it can see within 10 feet of it, the gorgon can snort angrily, releasing a puff of poisonous gas at the creature. The attacker must succeed on a DC 16 CON save or be poisoned until the end of its next turn." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Monstrosity Resilience", "desc": "The gorgon is resistant to exhaustion and to the frightened condition." }, { "name": "Trampling Charge", "desc": "If the gorgon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 STR save or be knocked prone. If the target is prone, the gorgon can make one Hooves attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_gorgon/" }, { "slug": "hill_giant_bf", "desc": "", "name": "Hill Giant", "size": "huge", "type": "Giant", "subtype": "", "group": "Giants", "alignment": "", "armor_class": 12, "armor_desc": "hide armor", "hit_points": 126, "hit_dice": "", "speed": { "walk": 40 }, "strength": 20, "dexterity": 10, "constitution": 24, "intelligence": 4, "wisdom": 8, "charisma": 6, "strength_save": 5, "dexterity_save": 0, "constitution_save": 7, "intelligence_save": -3, "wisdom_save": -1, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "poison,poisoned,Giant Attributes", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two Spiked Tree Branch or Rotten Snack attacks." }, { "name": "Spiked Tree Branch", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 10 ft., one target. _Hit:_ 14 (2d8+5) bludgeoning damage plus 5 (2d4) piercing damage." }, { "name": "Rotten Snack", "desc": "_Ranged Weapon Attack:_ +8 to hit, range 60/240 ft., one target. _Hit:_ 12 (2d6+5) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 CON save or be poisoned until the end of its next turn." } ], "bonus_actions": [ { "name": "Body Bounce", "desc": "The hill giant bumps its stomach, hip, shoulder, knee, or other part of its body into a creature within 10 feet of it. The target must succeed on a DC 16 STR save or be pushed up to 10 feet away from the giant and knocked prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The hill giant is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Show of Might", "desc": "The hill giant can use STR instead of CHA when making CHA (Intimidation) checks." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hill-giant/" }, { "slug": "hivebound_bf", "desc": "", "name": "Hivebound", "size": "small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 108, "hit_dice": "", "speed": { "walk": 25, "fly": 40 }, "strength": 14, "dexterity": 16, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 6, "strength_save": 2, "dexterity_save": 3, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 2, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,charmed,Monstrosity Resilience", "damage_immunities": "blinded", "condition_immunities": "", "senses": "keensense 60 ft. (can't sense beyond this radius)", "languages": "understands Common but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The hivebound makes one Bite attack and two Claw attacks, or it makes three Spit Insect attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage plus 10 (3d6) poison damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage." }, { "name": "Spit Insect", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 30/120 ft., one target. _Hit:_ 5 (1d4+3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 15 DEX save or be pestered until the end of its next turn. A pestered creature has disadvantage on the next attack roll it makes before the pester ends." }, { "name": "Swarm Breath (Recharge 5-6)", "desc": "The hivebound exhales stinging insects in a 30-foot cone. Each creature in the area must make a DC 15 DEX save, taking 10 (4d4) piercing damage and 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. A swarm of insects under the hivebound's control then forms in an unoccupied space in that area." } ], "bonus_actions": [ { "name": "Swift Flight", "desc": "The hivebound flies up to half its speed without provoking opportunity attacks." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Collective Mind", "desc": "The hivebound's individual insects and swarms under its control are connected via a hive mind. It can telepathically communicate with any of its individual insects and swarms within 1 mile of it, and it can't be surprised. It can have up to five swarms of insects under its control at a time." }, { "name": "Monstrosity Resilience", "desc": "The hivebound is resistant to exhaustion and to the frightened condition." }, { "name": "Reinforced Mind", "desc": "If the hivebound starts its turn afflicted by an ongoing effect that allows a repeated INT, WIS, or CHA save to end the effect, such as the hold spell, the hivebound can make the save at the start of the turn instead of the end and has advantage on the save." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hivebound/" }, { "slug": "kobold_witch_bf", "desc": "", "name": "Kobold Witch", "size": "small", "type": "Humanoid", "subtype": "", "group": "Kobolds", "alignment": "", "armor_class": 13, "armor_desc": null, "hit_points": 126, "hit_dice": "", "speed": { "walk": 30 }, "strength": 8, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 14, "charisma": 24, "strength_save": -1, "dexterity_save": 3, "constitution_save": 1, "intelligence_save": 0, "wisdom_save": 2, "charisma_save": 7, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Common,Draconic", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The kobold witch makes three Eldritch Burst attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Eldritch Burst", "desc": "_Melee or Ranged Spell Attack:_ +7 to hit, reach 5 ft. or range 60 ft., one target. _Hit:_ 13 (2d8+4) force damage." }, { "name": "Spellcasting", "desc": "The kobold witch casts one of the following spells, using CHA as the spellcasting ability (spell save DC 15).<br>At will: _disguise self_, _druidcraft_, _guidance_<br>2/day each: _command_, _ray of enfeeblement_<br>1/day: _bestow curse_" } ], "bonus_actions": [ { "name": "Scurry", "desc": "The kobold moves up to 15 feet without provoking opportunity attacks. If the kobold is aware of traps in the area, the kobold can choose if this movement triggers any of them." }, { "name": "Witch's Cauldron", "desc": "The kobold witch ladles steaming brew out of a small cauldron it is holding and flings the substance at one friendly creature it can see within 15 feet of it. The target gains 5 (2d4) temporary HP until the start of the witch's next turn." } ], "reactions": [ { "name": "Hex", "desc": "When a creature the kobold witch can see within 60 feet of it makes an ability check, attack roll, or save, the target must roll a d6 and subtract the number rolled from that ability check, attack roll, or save." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Pack Tactics", "desc": "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the kobold has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_kobold-witch/" }, { "slug": "mire_fiend_bf", "desc": "", "name": "Mire Fiend", "size": "medium", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "", "speed": { "walk": 40, "swim": 40 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 4, "wisdom": 14, "charisma": 6, "strength_save": 2, "dexterity_save": 6, "constitution_save": 4, "intelligence_save": -3, "wisdom_save": 2, "charisma_save": -2, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Demonic Resilience", "damage_immunities": "acid,Demonic Resilience", "condition_immunities": "", "senses": "darkvision 60 ft., keensense 10 ft.", "languages": "Abyssal", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The mire fiend makes one Mandibles attack, one Spear attack, and one Stinger attack." }, { "name": "Mandibles", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 12 (2d8+3) slashing damage." }, { "name": "Spear", "desc": "Melee Weapon or Ranged Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack." }, { "name": "Stinger", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one creature. _Hit:_ 5 (1d4+3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned." }, { "name": "Stunning Snap (Recharge 5-6)", "desc": "If the mire fiend has no creature grappled, it snaps its mandibles together with great force, creating a miniature sonic boom in a 30-foot cone.<br>Each creature in that area must make a DC 14 CON save. On a failure, a creature takes 21 (6d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned." } ], "bonus_actions": [], "reactions": [ { "name": "Acidic Retribution", "desc": "When the mire fiend takes damage, including any damage that reduces it to 0 HP, it can expel acid from its stinger in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The mire fiend can breathe air and water." }, { "name": "Demonic Resilience", "desc": "The mire fiend is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The mire fiend has advantage on saves against spells and other magical effects." }, { "name": "Pack Tactics", "desc": "The mire fiend has advantage on attack rolls against a creature if at least one of the mire fiend's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Swamp Camouflage", "desc": "The mire fiend's Stealth is 21 while in swampy terrain." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mire-fiend/" }, { "slug": "night_hag_bf", "desc": "", "name": "Night Hag", "size": "medium", "type": "Fiend", "subtype": "", "group": "Hags", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 16, "wisdom": 14, "charisma": 22, "strength_save": 4, "dexterity_save": 2, "constitution_save": 3, "intelligence_save": 3, "wisdom_save": 2, "charisma_save": 6, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold,fire; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "charmed,unconscious", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "Abyssal,Common,Infernal,Primordial", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The night hag can use Cause Sorrow. It then makes two Claw or Arcane Bolt attacks. It can replace one Claw or Arcane Bolt attack with a use of Spellcasting." }, { "name": "Claw (Hag Form Only)", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 18 (4d6+4) slashing damage." }, { "name": "Arcane Bolt", "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 19 (3d10+3) force damage." }, { "name": "Cause Sorrow", "desc": "One creature the hag can see within 10 feet of it must succeed on a DC 14 CHA save or be filled with sorrow for 1 minute. While filled with sorrow, a creature is incapacitated and experiences visions or memories of sorrowful events. The target can repeat the save at the end of each of its turns (if conscious) or end of each hour (if unconscious), ending the effect on itself on a success.<br>For each hour an unconscious creature is affected, its HP maximum is reduced by 5 (1d10). This reduction lasts until removed by the greater restoration spell or similar magic. The creature dies if this effect reduces its HP maximum to 0. If an unconscious creature suffers from least 1 hour, it doesn't gain any benefits from the rest. The hag can have only one creature filled with sorrow at a time. If it uses Cause Sorrow on another, the effect on the previous creature ends.Cause Sorrow for at" }, { "name": "Spellcasting", "desc": "The hag casts one of the following spells, requiring no material components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _ray of enfeeblement_, _silent image_<br>2/day each: _detect thoughts_, _plane shift_ (self only), _sleep_" } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The hag magically transforms into Medium or smaller Humanoid, or back into its true form, which is Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." }, { "name": "Etherealness", "desc": "The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. The hag can use Cause Sorrow on an unconscious creature not on its plane; otherwise, the hag can't affect or be affected by anything on the other plane." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The hag has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_night-hag/" }, { "slug": "otyugh_bf", "desc": "", "name": "Otyugh", "size": "large", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 108, "hit_dice": "", "speed": { "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 24, "intelligence": 6, "wisdom": 12, "charisma": 6, "strength_save": 3, "dexterity_save": 0, "constitution_save": 7, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": -2, "perception": 11, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Aberrant Resilience", "damage_immunities": "poison,poisoned", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Otyugh", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The otyugh makes one Bite attack and two Tentacle attacks. It can replace both Tentacle attacks with a use of Tentacle Slam." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 CON save or become infected with a disease. Until the disease is cured, the target is poisoned. Every 24 hours that elapse, the infected creature must repeat the save, reducing its HP maximum by 5 (1d10) on a failure. The disease is cured on a success. The creature dies if the disease reduces its HP maximum to 0. This reduction to the creature's HP maximum lasts until it finishes a long rest after the disease is cured." }, { "name": "Tentacle", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 6 (1d6+3) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13). The otyugh has two tentacles, each of which can grapple one target." }, { "name": "Tentacle Slam", "desc": "The otyugh slams creatures grappled by it into each other or into a solid surface. Each creature must make a DC 15 STR save. On a failure, a creature takes 14 (4d6) bludgeoning damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Aberrant Resilience", "desc": "The otyugh is resistant to the charmed, frightened, paralyzed, and stunned conditions, and it has advantage on saves against spells or effects that would alter its form." }, { "name": "Limited Telepathy", "desc": "The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond." }, { "name": "Stench", "desc": "Each creature that starts its turn within 10 feet of the otyugh must succeed on a DC 15 CON save or be poisoned until the start of its next turn." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_otyugh/" }, { "slug": "roper_bf", "desc": "", "name": "Roper", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 111, "hit_dice": "", "speed": { "walk": 15, "climb": 10 }, "strength": 24, "dexterity": 8, "constitution": 16, "intelligence": 6, "wisdom": 16, "charisma": 6, "strength_save": 7, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 3, "charisma_save": -2, "perception": 16, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The roper makes one Bite attack and three Grasping Tendril attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 22 (4d8+4) piercing damage." }, { "name": "Grasping Tendril", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 50 ft., one creature. _Hit:_ 6 (1d4+4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on STR checks and STR saves, and the roper can't use the same Grasping Tendril on another target. A creature immune to the poisoned condition doesn't have disadvantage on STR checks and STR saves from the tendril." } ], "bonus_actions": [ { "name": "Reel", "desc": "The roper pulls each creature grappled by it up to 25 feet straight toward it." } ], "reactions": [ { "name": "Snapping Tendril", "desc": "When a Grasping Tendril that is grappling a creature is destroyed, the roper can quickly pull the remains of that tendril back to it with a whipping snap. Each creature within 10 feet of the roper must succeed on a DC 15 DEX save or be knocked prone." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Climbing Tendrils", "desc": "If at least four of the roper's Grasping Tendrils aren't grappling creatures, the roper has a climbing speed of 30 feet." }, { "name": "False Appearance", "desc": "While the roper remains motionless, it is indistinguishable from a normal conical or spire-like cave formation, such as a stalagmite or stalactite." }, { "name": "Grasping Tendrils", "desc": "The roper can have up to six Grasping Tendrils at a time. Each Grasping Tendril can be attacked (AC 20; 10 HP; vulnerable to thunder damage; immune to poison and psychic damage). Destroying a Grasping Tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A Grasping Tendril can also be broken if a creature takes an action and succeeds on a DC 15 STR check against it." }, { "name": "Monstrosity Resilience", "desc": "The roper is resistant to exhaustion and to the frightened condition." }, { "name": "Spider Climb", "desc": "The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_roper/" }, { "slug": "salamander_bf", "desc": "", "name": "Salamander", "size": "large", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": 3, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 0, "charisma_save": 2, "perception": 10, "skills": {}, "damage_vulnerabilities": "cold", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Ignan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The salamander makes one Trident attack and one Tail attack, or it makes three Fire Bolt attacks. It can replace one Trident attack with a Tail attack." }, { "name": "Trident", "desc": "_Melee or Ranged Weapon Attack:_ +6 to hit, reach 5 ft. or range 20/60 ft., one target. _Hit:_ 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. If the target is wielding a weapon or shield, it must succeed on a DC 14 DEX save or drop the weapon or shield (the salamander's choice if the target is wielding both)." }, { "name": "Tail", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 10 (2d6+3) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets." }, { "name": "Fire Bolt", "desc": "_Ranged Spell Attack:_ +5 to hit, ranged 60 ft., one target. _Hit:_ 12 (3d6+2) fire damage." } ], "bonus_actions": [ { "name": "Tighten Grip", "desc": "The salamander tightens its grip around one creature it is grappling. Until the start of the salamander's next turn, the target has disadvantage on any check made to escape the grapple, and other than a successful check to escape the grapple, the target can't be moved, knocked prone, or otherwise removed from the salamander's grasp without the salamander's permission." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heated Body", "desc": "A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." }, { "name": "Heated Weapons", "desc": "When the salamander hits with a metal melee weapon, the weapon deals an extra 7 (2d6) fire damage (included in the attack)." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_salamander/" }, { "slug": "shambling_mound_bf", "desc": "", "name": "Shambling Mound", "size": "large", "type": "Plant", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "", "speed": { "walk": 20, "swim": 20 }, "strength": 18, "dexterity": 8, "constitution": 16, "intelligence": 4, "wisdom": 10, "charisma": 4, "strength_save": 4, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -3, "wisdom_save": 0, "charisma_save": -3, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold,fire,Plant Resilience", "damage_immunities": "lightning,blinded,deafened", "condition_immunities": "", "senses": "keensense 60 ft. (can't sense beyond this radius)", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14)." }, { "name": "Slam", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 7 (2d6) poison damage." } ], "bonus_actions": [ { "name": "Engulf", "desc": "The shambling mound engulfs a Medium or smaller creature grappled by it. In addition to being grappled, the engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 CON save at the start of each of the mound's turns or take 4 (1d8) bludgeoning damage and 3 (1d6) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Lightning Absorption", "desc": "Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains HP equal to the lightning damage dealt." }, { "name": "Plant Resilience", "desc": "The shambling mound is resistant to exhaustion and to the paralyzed, petrified, and unconscious conditions." }, { "name": "Rotting Vegetation", "desc": "The shambling mound emits the smell of rotting vegetation. A creature that starts its turn within 10 feet of the shambling mound must succeed on a DC 14 CON save or be poisoned until the start of its next turn." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_shambling-mound/" }, { "slug": "shark_giant_bf", "desc": "", "name": "Shark, Giant", "size": "huge", "type": "Beast", "subtype": "", "group": "Animals", "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "", "speed": { "walk": 0, "swim": 50 }, "strength": 22, "dexterity": 10, "constitution": 20, "intelligence": 1, "wisdom": 10, "charisma": 4, "strength_save": 6, "dexterity_save": 0, "constitution_save": 5, "intelligence_save": -5, "wisdom_save": 0, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "keensense 60 ft.", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shark makes two Bite attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage." } ], "bonus_actions": [ { "name": "Swift Hunter", "desc": "The shark moves up to half its speed toward a hostile creature that it can see. This movement doesn't provoke opportunity attacks." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Frenzy", "desc": "The shark has advantage on melee attack rolls against any creature that doesn't have all its HP." }, { "name": "Blood Sense", "desc": "The shark can pinpoint, by scent, the location of creatures that don't have all of their HP within 120 feet of it and can sense the general direction of such creatures within 1 mile of it." }, { "name": "Electrical Sensitivity", "desc": "Whenever the shark takes lightning damage, it must succeed on a DC 15 CON save or be incapacitated until the end of its next turn." }, { "name": "Water Breathing", "desc": "The shark can breathe only underwater." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_shark-giant/" }, { "slug": "triceratops_bf", "desc": "", "name": "Triceratops", "size": "huge", "type": "Beast", "subtype": "", "group": "Dinosaurs", "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "", "speed": { "walk": 50 }, "strength": 22, "dexterity": 8, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 4, "strength_save": 6, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -4, "wisdom_save": 0, "charisma_save": -3, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The triceratops makes two Gore attacks." }, { "name": "Gore", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 19 (3d8+6) piercing damage." }, { "name": "Stomp", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one prone creature. _Hit:_ 17 (2d10+6) bludgeoning damage." } ], "bonus_actions": [ { "name": "Warning Bugle", "desc": "The triceratops emits a piercing call in a 30-foot cone, signaling its impending attack. Each creature in the area must succeed on a DC 14 WIS save or be frightened until the end of its next turn. If the triceratops uses this bonus action before moving the requisite 20 feet for Trampling Charge, the target of its charge has disadvantage on this save, and the triceratops can make a Stomp attack against the prone target without needing to use a bonus action, provided the target fails the STR save from the charge." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hardy", "desc": "Any critical hit against the dinosaur becomes a normal hit." }, { "name": "Trampling Charge", "desc": "If the triceratops moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 STR save or be knocked prone. If the target is prone, the triceratops can make one Stomp attack against it as a bonus action." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_triceratops/" }, { "slug": "troll_bf", "desc": "", "name": "Troll", "size": "large", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 20, "intelligence": 6, "wisdom": 8, "charisma": 6, "strength_save": 4, "dexterity_save": 1, "constitution_save": 5, "intelligence_save": -2, "wisdom_save": -1, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "Giant Attributes", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The troll makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) piercing damage." } ], "bonus_actions": [ { "name": "Ravenous Frenzy (52 HP or Fewer)", "desc": "Desperate for a meal as its injuries mount, the troll moves up to half its speed and makes one Bite attack against a creature it can see within range. The troll then regains HP equal to half the damage dealt." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The troll is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Heightened Smell", "desc": "The troll's Perception is 17 while perceiving by smell." }, { "name": "Regeneration", "desc": "The troll regains 10 HP at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 HP and doesn't regenerate." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_troll/" }, { "slug": "unicorn_bf", "desc": "", "name": "Unicorn", "size": "large", "type": "Celestial", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 92, "hit_dice": "", "speed": { "walk": 50 }, "strength": 18, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 22, "charisma": 22, "strength_save": 4, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": 0, "wisdom_save": 6, "charisma_save": 6, "perception": 16, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Celestial Resilience", "damage_immunities": "poison,charmed,frightened,paralyzed,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Celestial,Elvish,Sylvan,telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unicorn makes one Hooves attack and one Horn attack, or it makes two Horn Bolt attacks." }, { "name": "Hooves", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) bludgeoning damage." }, { "name": "Horn", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 8 (1d8+4) piercing damage plus 10 (3d6) radiant damage." }, { "name": "Horn Bolt", "desc": "_Ranged Spell Attack:_ +6 to hit, range 60 ft., one target. _Hit:_ 13 (3d6+3) radiant damage." }, { "name": "Unicorn Magic", "desc": "The unicorn can cast the dancing lights and druidcraft cantrips at will, requiring no material components and using WIS as the spellcasting ability." }, { "name": "Healing Touch (3/Day)", "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) HP and is freed from all curses, diseases, and poisons afflicting it." } ], "bonus_actions": [], "reactions": [ { "name": "Shimmering Shield", "desc": "When a creature the unicorn can see within 30 feet of it, including the unicorn, is attacked, the unicorn can surround it with a shimmering shield of radiant light. The target adds 3 to its AC against the attack." } ], "legendary_desc": "The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Canter", "desc": "The unicorn moves up to half is speed without provoking opportunity attacks." }, { "name": "Radiant Stomp (Costs 2 Actions)", "desc": "The unicorn raises its hooves glowing with golden light and brings them down with a reverberating stomp. Each hostile creature within 10 feet of the unicorn must make a DC 14 STR save. On a failure, a creature takes 10 (3d6) radiant damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone." }, { "name": "Heal Self (Costs 3 Actions)", "desc": "The unicorn magically regains 11 (2d8+2) HP." } ], "special_abilities": [ { "name": "Celestial Resilience", "desc": "The unicorn is resistant to radiant damage." }, { "name": "Magic Resistance", "desc": "The unicorn has advantage on saves against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The unicorn's weapon attacks are magical." }, { "name": "Sense the Unnatural", "desc": "The unicorn can pinpoint the location of Aberrations and Undead within 60 feet of it." }, { "name": "Speak with Beasts and Plants", "desc": "The unicorn can communicate with Beasts and Plants as if they shared a language." }, { "name": "Woodland Walk", "desc": "Difficult terrain composed of nonmagical plants doesn't cost the unicorn extra movement. In addition, the unicorn 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": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_unicorn/" }, { "slug": "unska_bf", "desc": "", "name": "Unska", "size": "medium", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "", "speed": { "walk": 20, "climb": 20 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": 3, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": -1, "wisdom_save": 0, "charisma_save": 2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Demonic Resilience", "damage_immunities": "charmed,frightened,Demonic Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Abyssal,Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unska makes two Claw attacks and one Tongue attack, or it makes three Ink Blast attacks." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) slashing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 14 CON save or be poisoned for 1 minute. While poisoned, the target has disadvantage on saves against the unska's Whirl of Ink. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Tongue", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 10 ft., one target. _Hit:_ 12 (2d8+3) piercing damage. The target must succeed on a DC 14 CON save, or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its HP maximum is reduced to 0." }, { "name": "Ink Blast", "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 12 (3d6+2) poison damage, and the target must succeed on a DC 14 CON save or have disadvantage on the next save it makes against the unska's Whirl of Ink before the start of the unska's next turn." } ], "bonus_actions": [ { "name": "Whirl of Ink", "desc": "Tattoos leap off the unska's body and latch onto a creature the unska can see within 30 feet of it. The target must succeed on a DC 14 WIS save or be charmed, disoriented, or frightened (the unska's choice) until the end of its next turn. When a disoriented creature moves, it moves in a random direction." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Demonic Resilience", "desc": "The unska is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The unska has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_unska/" }, { "slug": "vampire_spawn_bf", "desc": "", "name": "Vampire Spawn", "size": "medium", "type": "Undead", "subtype": "", "group": "Vampires", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 91, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 16, "dexterity": 22, "constitution": 16, "intelligence": 10, "wisdom": 16, "charisma": 12, "strength_save": 3, "dexterity_save": 6, "constitution_save": 3, "intelligence_save": 0, "wisdom_save": 3, "charisma_save": 1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "Vampiric Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vampire spawn makes two Claw attacks. It can replace one attack with a Draining Bite attack. If both Claw attacks hit one Large or smaller creature, the target is grappled (escape DC 14)." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one creature. _Hit:_ 8 (2d4+3) slashing damage plus 10 (3d6) necrotic damage." }, { "name": "Draining Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. _Hit:_ 8 (2d4+3) piercing damage plus 10 (3d6) necrotic damage. The target's HP maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains HP equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0." } ], "bonus_actions": [ { "name": "Call Blood", "desc": "The vampire calls to the blood within one injured creature it can see within 10 feet of it, causing blood to pour from the creature's wounds. If the target doesn't have all its HP, it must make a DC 14 CON save, losing 7 (2d6) HP on a failed save, or losing half as much HP on a successful one. Before the end of its next turn, the vampire has advantage on the next attack roll it makes against a creature that failed the save." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Hungry Dead Nature", "desc": "As the **vampire**." }, { "name": "Regeneration", "desc": "The vampire spawn regains 10 HP at the start of its turn if it has at least 1 HP and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Resting Place", "desc": "As the **vampire**." }, { "name": "Spider Climb", "desc": "As the **vampire**." }, { "name": "Vampire Weaknesses", "desc": "As the **vampire**." }, { "name": "Vampiric Resilience", "desc": "The vampire is immune to exhaustion." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_vampire-spawn/" }, { "slug": "water_elemental_bf", "desc": "", "name": "Water Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "", "speed": { "walk": 30, "swim": 90 }, "strength": 18, "dexterity": 14, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": 4, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Elemental Resilience", "damage_immunities": "acid,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Aquan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The water elemental makes two Water Tendril or Water Bolt attacks. If both Water Tendril attacks hit one creature, it can use Whelm on the target, if available." }, { "name": "Water Tendril", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. The water elemental can have up to three targets grappled at a time." }, { "name": "Water Bolt", "desc": "_Ranged Weapon Attack:_ +5 to hit, range 30/120 ft., one target. _Hit:_ 16 (4d6+2) bludgeoning damage." }, { "name": "Whelm (Recharge 4-6)", "desc": "The water elemental envelops one creature it is grappling, and the grapple ends. While enveloped, the target is restrained, unable to breathe unless it can breathe water, can't be hit by the elemental's Water Tendril, and it takes 9 (2d8) bludgeoning damage at the start of each of the elemental's turns.<br>When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check." } ], "bonus_actions": [ { "name": "Purify Blood (3/Day)", "desc": "The water elemental touches a willing creature that isn't a Construct or Undead. The target is cured of the poisoned condition and of any disease afflicting it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." }, { "name": "Freeze", "desc": "If the elemental takes cold damage, it partially freezes, and its speed is reduced by 20 feet until the end of its next turn." }, { "name": "Purify Water", "desc": "If the water elemental sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the elemental leaves the water. In standing water, this purification lasts until a contaminant enters the water while the elemental isn't in it." }, { "name": "Water Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Water Camouflage", "desc": "The water elemental's Stealth is 17 while in a Medium or larger body of water." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_water-elemental/" }, { "slug": "werebear_bf", "desc": "", "name": "Werebear", "size": "medium", "type": "Humanoid", "subtype": "Lycanthrope", "group": "Lycanthropes", "alignment": "", "armor_class": 10, "armor_desc": "n humanoid form, 11 (natural armor) in bear and hybrid for", "hit_points": 126, "hit_dice": "", "speed": { "walk": 30, "climb": 30 }, "strength": 20, "dexterity": 10, "constitution": 16, "intelligence": 10, "wisdom": 18, "charisma": 12, "strength_save": 5, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": 0, "wisdom_save": 4, "charisma_save": 1, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "-", "languages": "Common (can't speak in bear form)", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The werebear makes three Claw or Greataxe attacks. It can replace one attack with a Bite attack, provided it is in the appropriate form. If two Claw attacks hit one creature, the target is grappled (escape DC 15). The werebear can grapple only one creature at a time." }, { "name": "Bite (Bear or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 16 (2d10+5) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 CON save or be cursed with the werebear lycanthropy curse (see Curse of Lycanthropy sidebar)." }, { "name": "Claw (Bear or Hybrid Form Only)", "desc": "_Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit:_ 14 (2d8+5) slashing damage." }, { "name": "Greataxe (Humanoid or Hybrid Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. _Hit:_ 11 (1d12+5) slashing damage." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "The werebear transforms into a Medum or Large bear, a Large bear-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Pin", "desc": "One creature grappled by the werebear is knocked prone, and it is restrained until the grapple ends." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Smell", "desc": "The werebear's Perception is 19 when perceiving by smell." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_werebear/" }, { "slug": "wraith_bf", "desc": "", "name": "Wraith", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": null, "hit_points": 85, "hit_dice": "", "speed": { "walk": 0, "fly": 60, "hover": true }, "strength": 6, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": -2, "dexterity_save": 4, "constitution_save": 3, "intelligence_save": 1, "wisdom_save": 2, "charisma_save": 2, "perception": 12, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two Life Drain attacks." }, { "name": "Life Drain", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) necrotic damage. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0." }, { "name": "Create Specter", "desc": "The wraith targets one Humanoid it can see within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a **specter** in the space of its corpse or in the nearest unoccupied space. The **specter** is under the wraith's control. The wraith can have no more than seven specters under its control at one time." } ], "bonus_actions": [ { "name": "Trail of Death (Recharge 4-6)", "desc": "The wraith moves up to 30 feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must succeed on a DC 15 DEX save or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes 3 (1d6) necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP." } ], "reactions": [ { "name": "Unravel Life", "desc": "When a creature the wraith can see within 30 feet of it and that isn't a Construct or Undead regains HP, the wraith can corrupt the healing energies, halving the amount of healing that creature receives." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight." }, { "name": "Undead Nature", "desc": "The wraith doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The wraith is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_wraith/" }, { "slug": "xorn_bf", "desc": "", "name": "Xorn", "size": "medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 111, "hit_dice": "", "speed": { "walk": 20, "burrow": 20 }, "strength": 16, "dexterity": 10, "constitution": 22, "intelligence": 10, "wisdom": 10, "charisma": 10, "strength_save": 3, "dexterity_save": 0, "constitution_save": 6, "intelligence_save": 0, "wisdom_save": 0, "charisma_save": 0, "perception": 16, "skills": {}, "damage_vulnerabilities": "thunder", "damage_resistances": "piercing and slashing damage from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., tremorsense 60 ft.", "languages": "Terran", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The xorn makes one Bite attack and three Claw attacks, or it makes three Lob Stone attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 13 (3d6+3) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 12 (2d8+3) bludgeoning damage." } ], "bonus_actions": [ { "name": "Shard Belch", "desc": "The xorn belches a mixture of stomach gas and crystalline shards in a 15-foot cone. Each creature in the area must succeed on a DC 14 DEX save or be coated in miniscule, crystalline shards until the end of its next turn. A creature coated in shards suffers bouts of pain each time it moves, reducing its speed by 10 feet and imposing disadvantage on all weapon attack rolls." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material through which it moves." }, { "name": "Stone Camouflage", "desc": "The xorn's Stealth is 18 while in rocky terrain." }, { "name": "Treasure Sense", "desc": "The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_xorn/" }, { "slug": "waverider", "desc": "The waveriders know firsthand the dangers of the open ocean, and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. Though they are not warriors, they are accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters, sometimes returning critically wounded survivors to the tribe of elemental wardens itself. The isolationists among the water wardens condemn this practice, fearing that the refugees threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular.\nA waverider turns to violence only as a last resort, and prefer to fight in fishform than with their fishing harpoon, using hit-and-run tactics as a shark or their octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the _skysails_ of the wind wardens.", "name": "Waverider", "size": "Medium", "type": "Humanoid", "subtype": "any race", "group": "Elemental Wardens", "alignment": "neutral good", "armor_class": 14, "armor_desc": "hide armor of cold resistance", "hit_points": 77, "hit_dice": "14d8+14", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 12, "intelligence": 10, "wisdom": 16, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 13", "languages": "Common, Druidic, Primordial (Aquan)", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Harpoon", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Attacks with this weapon while underwater are not made with disadvantage.", "attack_bonus": 5, "damage_dice": "1d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fishform", "desc": "As a bonus action, the waverider can transform into a **hunter shark** or **giant octopus**. While in this form, the waverider cannot cast spells, but can expend a spell slot as a bonus action to regain 1d8 hit points per level of the spell slot expended. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours, and can enter fishform twice, regaining expended uses after completing a short or long rest." }, { "name": "Healing Tides", "desc": "Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide)." }, { "name": "Marine Empathy", "desc": "The waverider can speak with and understand aquatic plants and animals." }, { "name": "Spellcasting", "desc": "The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:\n\n* Cantrips (at will): druidcraft, poison spray, resistance\n* 1st level (4 slots): cure wounds, create or destroy water, healing word\n* 2nd level (3 slots): animal messenger, enhance ability, lesser restoration\n* 3rd level (3 slots): conjure animals (aquatic beasts only), water walk, water breathing\n* 4th level (1 slots): control water" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/druidcraft/?format=api", "https://api-beta.open5e.com/v2/spells/poison-spray/?format=api", "https://api-beta.open5e.com/v2/spells/resistance/?format=api", "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api", "https://api-beta.open5e.com/v2/spells/create-or-destroy-water/?format=api", "https://api-beta.open5e.com/v2/spells/healing-word/?format=api", "https://api-beta.open5e.com/v2/spells/animal-messenger/?format=api", "https://api-beta.open5e.com/v2/spells/enhance-ability/?format=api", "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/conjure-animals/?format=api", "https://api-beta.open5e.com/v2/spells/water-walk/?format=api", "https://api-beta.open5e.com/v2/spells/water-breathing/?format=api", "https://api-beta.open5e.com/v2/spells/control-water/?format=api" ], "page_no": 129, "environments": [], "img_main": null, "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__license_url": "http://open5e.com/legal", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/", "v2_converted_path": "/v2/creatures/tdcs_waverider/" }, { "slug": "black-pudding", "desc": "", "name": "Black Pudding", "size": "Large", "type": "Ooze", "subtype": "", "group": "Oozes", "alignment": "unaligned", "armor_class": 7, "armor_desc": null, "hit_points": 85, "hit_dice": "10d10+30", "speed": { "walk": 20, "climb": 20 }, "strength": 16, "dexterity": 5, "constitution": 16, "intelligence": 1, "wisdom": 6, "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": "acid, cold, lightning, slashing", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, prone", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "attack_bonus": 5, "damage_dice": "1d6+4d8", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": [ { "name": "Split", "desc": "When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The pudding can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Corrosive Form", "desc": "A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. 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 wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.", "attack_bonus": 0, "damage_dice": "1d8" }, { "name": "Spider Climb", "desc": "The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 337, "environments": [ "Underdark", "Sewer", "Caverns", "Ruin", "Water" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_black-pudding/" }, { "slug": "chuul", "desc": "", "name": "Chuul", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 30, "swim": 30 }, "strength": 19, "dexterity": 10, "constitution": 16, "intelligence": 5, "wisdom": 11, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Deep Speech but can't speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once." }, { "name": "Pincer", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Tentacles", "desc": "One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target 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": "Amphibious", "desc": "The chuul can breathe air and water." }, { "name": "Sense Magic", "desc": "The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical." } ], "spell_list": [], "page_no": 267, "environments": [ "Underdark", "Plane Of Water", "Water", "Caverns" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/chuul.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_chuul/" }, { "slug": "couatl", "desc": "", "name": "Couatl", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 30, "fly": 90 }, "strength": 16, "dexterity": 20, "constitution": 17, "intelligence": 18, "wisdom": 20, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "radiant", "damage_immunities": "psychic; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "truesight 120 ft., passive Perception 15", "languages": "all, telepathy 120 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.", "attack_bonus": 8, "damage_dice": "1d6", "damage_bonus": 5 }, { "name": "Constrict", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.", "attack_bonus": 6, "damage_dice": "2d6", "damage_bonus": 3 }, { "name": "Change Shape", "desc": "The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).\nIn a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:\n\nAt will: detect evil and good, detect magic, detect thoughts\n3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield\n1/day each: dream, greater restoration, scrying" }, { "name": "Magic Weapons", "desc": "The couatl's weapon attacks are magical." }, { "name": "Shielded Mind", "desc": "The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api-beta.open5e.com/v2/spells/bless/?format=api", "https://api-beta.open5e.com/v2/spells/create-food-and-water/?format=api", "https://api-beta.open5e.com/v2/spells/cure-wounds/?format=api", "https://api-beta.open5e.com/v2/spells/lesser-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/protection-from-poison/?format=api", "https://api-beta.open5e.com/v2/spells/sanctuary/?format=api", "https://api-beta.open5e.com/v2/spells/shield/?format=api", "https://api-beta.open5e.com/v2/spells/dream/?format=api", "https://api-beta.open5e.com/v2/spells/greater-restoration/?format=api", "https://api-beta.open5e.com/v2/spells/scrying/?format=api" ], "page_no": 269, "environments": [ "Urban", "Desert", "Jungle", "Astral Plane", "Grassland", "Forest" ], "img_main": "http://api-beta.open5e.com/static/img/object_illustrations/open5e-illustrations/monsters/couatl.png", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_couatl/" } ] }{ "count": 3207, "next": "