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=-charisma&page=21
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=22", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-charisma&page=20", "results": [ { "slug": "ghoul-iron", "desc": "", "name": "Ghoul, Iron", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "breastplate", "hit_points": 143, "hit_dice": "22d8+44", "speed": { "walk": 30, "burrow": 20 }, "strength": 18, "dexterity": 16, "constitution": 14, "intelligence": 14, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Darakhul, Undercommon", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The iron ghoul makes one bite attack and one claw attack, or three glaive attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.", "attack_bonus": 7, "damage_dice": "4d6" }, { "name": "Glaive", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d10" }, { "name": "Heavy Bone Crossbow", "desc": "Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Turning Defiance", "desc": "The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead." } ], "spell_list": [], "page_no": 220, "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_ghoul-iron/" }, { "slug": "gray-thirster", "desc": "_This dried-out body of a long dead traveler is still clad in the tattered remains of his clothes. Skin as dry as parchment clings to the bones that are clearly distinguishable underneath. A hoarse moaning emanates from the dry, cracked lips._ \n**Thirsting Undead.** The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers. \n**Destroy Wells and Oases.** Gray thirsters destroy or foul sources of water and often lurk nearby to ambush those seeking clean water. \n**Thirsting Caravan.** Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skinchanging gnolls, shrieking ghouls, and a mummy lord, building a strange nomadic army. \n**Undead Nature.** A gray thirster doesn’t require air, food, or sleep.", "name": "Gray Thirster", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 15, "intelligence": 6, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, necrotic", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands all languages it knew in life but can't speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The gray thirster makes two claw attacks and one Withering Turban attack" }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Withering Turban", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Drought (1/Day)", "desc": "The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Thirst", "desc": "The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours." } ], "spell_list": [], "page_no": 238, "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_gray-thirster/" }, { "slug": "gug", "desc": "_The gugs are giants of the underworld, long since banished into dark realms for their worship of the eldest and foulest gods._ \n**Underworld Godlings.** Gugs enjoy smashing and devouring lesser creatures, and their burbling and grunting speech displays a surprising and malign intelligence to those few who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with filled with esoteric monoliths and constructs. \n**Nocturnal Raiders.** While gugs are banished into the underworld in mortal realms, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Dreamlands and the Ethereal plane; some gug warlocks and sorcerers are said to travel the planes with entourages of fext or noctiny. \n**Prey on Ghouls.** Gugs devour ghouls and darakhul as their preferred foodstuffs. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats.", "name": "Gug", "size": "Huge", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 270, "hit_dice": "20d12+140", "speed": { "walk": 40 }, "strength": 24, "dexterity": 10, "constitution": 25, "intelligence": 10, "wisdom": 8, "charisma": 14, "strength_save": 12, "dexterity_save": 4, "constitution_save": 11, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 3, "skills": { "athletics": 11, "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "confusion, exhaustion, paralysis, poisoned", "senses": "darkvision 240 ft., passive Perception 13", "languages": "Deep Speech, Giant, Undercommon", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The gug makes two slam attacks, two stomp attacks, or one of each." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 11, "damage_dice": "2d8" }, { "name": "Stomp", "desc": "Melee Weapon Attack. +11 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "A gug 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. A gug regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Move", "desc": "The gug moves up to half its speed." }, { "name": "Attack", "desc": "The gug makes one slam or stomp attack." }, { "name": "Grab", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).", "attack_bonus": 11, "damage_dice": "0" }, { "name": "Swallow", "desc": "The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement." }, { "name": "Throw", "desc": "The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same." } ], "special_abilities": [ { "name": "Towering Strength", "desc": "A gug can lift items up to 4,000 pounds as a bonus action." } ], "spell_list": [], "page_no": 241, "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_gug/" }, { "slug": "jotun-giant", "desc": "_The earth shudders with every footfall of a Jotun giant, the immortal enemies of the gods. Tall enough to look a titan in the eye and strong enough to wrestle a linnorm, Jotun gaints are the lords of giantkind. Their enormous halls are carved in mountains and glaciers throughout the frozen wastes._ \n**Foes of the Gods.** As foes of the northern gods, they plot to regain their former status as lords of Creation. Many know ancient secrets and snippets of antediluvian arcane lore, and so may have abilities beyond those listed below. More powerful Jotun giants straddle the line between mortal and demigod. \n**Contests and Challenges.** Like many giants, the Jotun enjoy a challenge, even from tiny little humans. Only the mightiest heroes can challenge a Jotun giant’s might in physical combat. Using cunning or trickery is a safer bet—though being too cunning is also angers them, and Jotun giants are no fools. \n**Seekers of Ragnarok.** The Jotun giants know great magic, and strive to bring about end times of Ragnarok.", "name": "Jotun Giant", "size": "Gargantuan", "type": "Giant", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 407, "hit_dice": "22d20+176", "speed": { "walk": 60 }, "strength": 30, "dexterity": 8, "constitution": 26, "intelligence": 18, "wisdom": 20, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 14, "intelligence_save": null, "wisdom_save": 11, "charisma_save": 8, "perception": null, "skills": { "arcana": 10, "history": 10, "nature": 10, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Common, Giant", "challenge_rating": "22", "cr": 22.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "10d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.", "attack_bonus": 16, "damage_dice": "6d12" }, { "name": "Frightful Presence", "desc": "Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours." } ], "bonus_actions": null, "reactions": [ { "name": "Rock Catching", "desc": "If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it." } ], "legendary_desc": "The Jotun giant can take 1 legendary action, and only at the end of another creature's turn. The giant regains the spent legendary action at the start of its turn.", "legendary_actions": [ { "name": "Detect", "desc": "The Jotun giant makes a Wisdom (Perception) check." }, { "name": "Planar Return", "desc": "If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return." }, { "name": "Sweeping Blow", "desc": "The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw." } ], "special_abilities": [ { "name": "Immortality", "desc": "Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum." }, { "name": "Innate Spellcasting", "desc": "the Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:\n\nat will: earthquake, shapechange, speak with animals\n\n3/day: bestow curse, gust of wind\n\n1/day: divination" }, { "name": "Magic Resistance", "desc": "The giant has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The giant's weapon attacks are magical." }, { "name": "Too Big to Notice", "desc": "The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving." } ], "spell_list": [], "page_no": 222, "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_jotun-giant/" }, { "slug": "kobold-chieftain", "desc": "More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. \n_**Underworld Merchants.**_ Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. \nKobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior. \n_This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack._ \nWhile most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields. \n_**Living Legend.**_ A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force.", "name": "Kobold Chieftain", "size": "Small", "type": "Humanoid", "subtype": "kobold", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "studded leather and shield", "hit_points": 82, "hit_dice": "15d6+30", "speed": { "walk": 30 }, "strength": 10, "dexterity": 17, "constitution": 14, "intelligence": 11, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": 4, "perception": null, "skills": { "intimidation": 6, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Draconic", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The kobold makes 2 attacks." }, { "name": "Shortsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 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 a success.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 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 a success.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Inspiring Presence (Recharge after Short or Long Rest)", "desc": "The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls." } ], "bonus_actions": null, "reactions": [ { "name": "Springspike Shield (5/rest)", "desc": "When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Pack Tactics", "desc": "The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 263, "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_kobold-chieftain/" }, { "slug": "mallqui", "desc": "_With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes._ \n**Cold Plateau Mummies.** The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days. \n**Undead Judges.** The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals. \n**Icons of Growth.** Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them. \n**Undead Nature.** A mallqui doesn’t require air, food, drink, or sleep.", "name": "Mallqui", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 20 }, "strength": 16, "dexterity": 9, "constitution": 16, "intelligence": 11, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 5, "perception": null, "skills": { "history": 3, "insight": 6, "religion": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The mallqui can use its xeric aura and makes two attacks with its desiccating touch." }, { "name": "Desiccating Touch", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "5d6" }, { "name": "Xeric Aura", "desc": "All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it." }, { "name": "Xeric Blast", "desc": "Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.", "attack_bonus": 7, "damage_dice": "3d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Innate Spellcasting", "desc": "the mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:\n\nat will: druidcraft, produce flame\n\n4/day each: create or destroy water, entangle\n\n2/day: locate animals or plants\n\n1/day each: dispel magic, plant growth, wind wall" }, { "name": "Water Sensitivity", "desc": "the flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:\n\n- Splashed with a waterskin or equivalent: 1d10 damage\n\n- Attacked by creature made of water: Normal damage plus an extra 1d10 damage\n\n- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)\n\n- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)\n\nalternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above" } ], "spell_list": [], "page_no": 282, "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_mallqui/" }, { "slug": "malphas-storm-crow", "desc": "", "name": "Malphas (Storm Crow)", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 40, "fly": 30 }, "strength": 19, "dexterity": 19, "constitution": 16, "intelligence": 14, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Giant, Ravenfolk, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The malphas makes three longsword attacks." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Shadow Call", "desc": "A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Night Terror (1/round)", "desc": "As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target." }, { "name": "Swordtrained", "desc": "Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons." } ], "spell_list": [], "page_no": 283, "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_malphas-storm-crow/" }, { "slug": "nkosi-pridelord", "desc": "_With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion._ \n**Beads and Braids.** The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. \n**Clawlike Blades.** In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain. \n**Pridelords.** Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race.", "name": "Nkosi Pridelord", "size": "Medium", "type": "Humanoid", "subtype": "shapechanger, nkosi", "group": null, "alignment": "lawful neutral", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 93, "hit_dice": "17d8+17", "speed": { "walk": 30 }, "strength": 18, "dexterity": 18, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "survival": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Common", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The pridelord makes two attacks with its scimitar or with its mambele throwing knife." }, { "name": "Scimitar (Nkosi Form Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Mambele Throwing Knife (Nkosi Form Only)", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d6" }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Pridelord's Roar (Recharges after a Short or Long Rest)", "desc": "Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, its statistics 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": "Keen Smell", "desc": "The nkosi has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Brute", "desc": "A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack)." }, { "name": "Hunter's Maw", "desc": "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 306, "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_nkosi-pridelord/" }, { "slug": "owl-harpy", "desc": "_This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison._ \n**Harpy Queens.** An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. \n**Noctural Magic.** Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them. \nOwl harpies are natural (if irredeemably evil) bards thanks to their sharp wits. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures.", "name": "Owl Harpy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "", "hit_points": 112, "hit_dice": "15d8+45", "speed": { "walk": 20, "fly": 80, "hover": true }, "strength": 12, "dexterity": 17, "constitution": 16, "intelligence": 11, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 7, "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 12", "languages": "Common, Abyssal, Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The owl harpy makes two claw attacks and two talon attacks." }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d4" }, { "name": "Talons", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Hovering Darkness", "desc": "An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning." }, { "name": "Luring Song", "desc": "The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Quiet Flight", "desc": "The owl harpy gains an additional +3 to Stealth (+9 in total) while flying." }, { "name": "Dissonance", "desc": "The owl harpy can't use its blindsight while deafened." }, { "name": "Innate Spellcasting", "desc": "the owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:\n\n3/day: darkness" } ], "spell_list": [], "page_no": 246, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_owl-harpy/" }, { "slug": "pombero", "desc": "_This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light._ \nPomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People. \n**Joy of Trespassing.** Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet. \n**Hatred of Hunters.** In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas.", "name": "Pombero", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 30 }, "strength": 17, "dexterity": 16, "constitution": 16, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The pombero uses Charming Touch if able, and makes two fist attacks." }, { "name": "Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Charming Touch (recharge 5-6)", "desc": "The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately." }, { "name": "Invisibility", "desc": "The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Beast's Voice", "desc": "The pombero can magically speak with any beast and can perfectly mimic beast sounds." }, { "name": "Twisted Limbs", "desc": "The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain." }, { "name": "Sneak Attack (1/turn)", "desc": "The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll." }, { "name": "Soft Step", "desc": "The pombero has advantage on Dexterity (Stealth) checks in forest terrain." } ], "spell_list": [], "page_no": 313, "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_pombero/" }, { "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": "son-of-fenris", "desc": "_The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins._ \n**Demonic Wolves.** Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart. \n**Hibernate Until Ravenous.** Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails. \n**Desperate Worshipers.** Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring.", "name": "Son Of Fenris", "size": "Huge", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 175, "hit_dice": "14d12+84", "speed": { "walk": 60, "burrow": 15 }, "strength": 26, "dexterity": 16, "constitution": 23, "intelligence": 16, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 10, "intelligence_save": null, "wisdom_save": 8, "charisma_save": null, "perception": null, "skills": { "arcana": 7, "intimidation": 6, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "psychic, radiant", "damage_immunities": "cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 60 ft., tremorsense 100 ft., passive Perception 14", "languages": "Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The son of Fenris makes one bite attack and one slam attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Slam", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.", "attack_bonus": 12, "damage_dice": "2d10" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Magic Weapons", "desc": "The son of Fenris' weapon attacks are magical." }, { "name": "Arctic Tunneler", "desc": "While in snow or ice, the Son of Fenris' burrow speed increases to 30 ft." }, { "name": "Spellcasting", "desc": "the son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:\n\ncantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy\n\n1st level (4 slots): bane, command, guiding bolt, sanctuary\n\n2nd level (3 slots): blindness/deafness, hold person, silence\n\n3rd level (3 slots): animate dead, bestow curse, dispel magic\n\n4th level (3 slots): banishment, death ward, locate creature\n\n5th level (2 slots): contagion, scrying\n\n6th level (1 slot): harm\n\n7th level (1 slot): plane shift\n\n8th level (1 slot): earthquake" }, { "name": "Trampling Charge", "desc": "If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action." } ], "spell_list": [], "page_no": 355, "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_son-of-fenris/" }, { "slug": "spire-walker", "desc": "_This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch._ \n**Storm Dancers.** When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts. \nAlso called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance. \n**Small and Metallic.** These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. \nThey play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game. \n**Love Copper and Amber.** Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel.", "name": "Spire Walker", "size": "Tiny", "type": "Fey", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 38, "hit_dice": "11d4+22", "speed": { "walk": 20 }, "strength": 3, "dexterity": 18, "constitution": 14, "intelligence": 11, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "piercing from nonmagical attacks", "damage_immunities": "lightning, thunder", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Lightning Dart", "desc": "Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.", "attack_bonus": 6, "damage_dice": "2d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Energized Body", "desc": "A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage." }, { "name": "Innate Spellcasting", "desc": "the spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:\n\nat will: produce spark (as the cantrip produce flame, but it does lightning damage)\n\n3/day each: dancing lights, feather fall, invisibility\n\n1/day each: faerie fire, thunderwave" }, { "name": "Steeple Step", "desc": "The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature." } ], "spell_list": [], "page_no": 367, "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_spire-walker/" }, { "slug": "thuellai", "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._ \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims. \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature. \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness. \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.", "name": "Thuellai", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "", "hit_points": 149, "hit_dice": "13d12+65", "speed": { "hover": true, "walk": 0, "fly": 100 }, "strength": 22, "dexterity": 24, "constitution": 20, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Primordial", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The thuellai makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Freezing Breath (Recharge 5-6)", "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw." }, { "name": "Algid Aura", "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn." }, { "name": "Howl of the Maddening Wind (3/day)", "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one" }, { "name": "Blizzard (1/Day)", "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Mastery", "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai." }, { "name": "Snow Vision", "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness." } ], "spell_list": [], "page_no": 379, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_thuellai/" }, { "slug": "vaettir", "desc": "Vættir are ancestral spirits, sometimes protective and helpful but demanding reverence and wrathful when offended. \n**Servants of the Land.** Land vættir dwell in barrows while sea vættir live beneath lakes, rivers, or the sea—both wear ancient mail and carry bronzes axes in withered hands. Servants of the land, they haunt those who disrespect the wild or ancient laws and traditions.Landvættir dwell in barrows while sjövættir reside beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions. \n**Jealous and Wrathful.** A wrathful vættir rises from its mound when its grave goods are stolen (including heirlooms passed on to living descendants) or when they are disrespected (leaving the dragon prow attached to a longship is a common offense, as is failing to make offerings). Vættir jealously guard both honor and treasures, and may be relentless enemies over matters as small as an accidental word or a single coin. \n**Dangerous Helpers.** A vættir’s blue-black skin is stretched taut over its bones and sinews and its lips are drawn back in a cruel grimace. A rarer, bone-white variety exists that cares little for material possessions, instead guarding their honor or a particular patch of land. Both varieties will answer a summons by descendants or nearby villages. The summoned vættir will wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there’s always a price and a vættir’s help is often more than bargained for. \n**Undead Nature.** A vaettir doesn’t require air, food, drink, or sleep.", "name": "Vaettir", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 4, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned", "senses": "truesight 30 ft., darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The vaettir makes two greataxe attacks or two longbow attacks." }, { "name": "Greataxe", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.", "attack_bonus": 7, "damage_dice": "1d12" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8" }, { "name": "Corpse Breath (Recharge 5-6)", "desc": "The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds." }, { "name": "Maddening Gaze (1/Day)", "desc": "The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Covetous Bond", "desc": "Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane." }, { "name": "Deathless", "desc": "The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet." }, { "name": "Innate Spellcasting", "desc": "the vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:\n\n2/day each: gaseous form, hunter's mark\n\n1/day each: enlarge/reduce, phantom steed\n\n1/week each: bestow curse, geas, remove curse" }, { "name": "Sunlight Sensitivity", "desc": "Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 395, "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_vaettir/" }, { "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": "venomous-mummy", "desc": "_This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric._ \n**Servant of the Scorpion Goddess.** These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess. \n**Death to Blasphemers.** In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace. \n**Deadly Smoke.** Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic.", "name": "Venomous Mummy", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 11, "armor_desc": "natural armor", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 20 }, "strength": 16, "dexterity": 8, "constitution": 15, "intelligence": 7, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Venomous Fist", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).", "attack_bonus": 5, "damage_dice": "2d6+7" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Selket's Venom", "desc": "The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic." }, { "name": "Toxic Smoke", "desc": "The venomous mummy's poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw." } ], "spell_list": [], "page_no": 299, "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_venomous-mummy/" }, { "slug": "wyrmling-wind-dragon", "desc": "", "name": "Wyrmling Wind Dragon", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "", "hit_points": 45, "hit_dice": "7d8+14", "speed": { "walk": 40, "fly": 80 }, "strength": 16, "dexterity": 19, "constitution": 14, "intelligence": 12, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 4, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "charmed, exhausted, paralyzed", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "Draconic, Primordial", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "1d10" }, { "name": "Breath of Gales (Recharge 5-6)", "desc": "The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 131, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_wyrmling-wind-dragon/" }, { "slug": "young-mithral-dragon", "desc": "_Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes._ \n_**Glimmering Champions.**_ Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. \n_**Rage in Youth.**_ Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. \n_**Peacemakers.**_ Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles.", "name": "Young Mithral Dragon", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 92, "hit_dice": "16d8+20", "speed": { "walk": 50, "fly": 60 }, "strength": 13, "dexterity": 22, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": 9, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": 5, "skills": { "acrobatics": 6, "insight": 5, "perception": 5, "persuasion": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid, thunder", "condition_immunities": "charmed", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 15", "languages": "Celestial, Common, Draconic, Primordial", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6+3" }, { "name": "Claw", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon's claws.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Breath Weapon (Recharge 5-6)", "desc": "A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:\n\nat will: tongues\n\n3/day: enhance ability" } ], "spell_list": [], "page_no": 134, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_young-mithral-dragon/" }, { "slug": "adult-white-dragon-a5e", "desc": "", "name": "Adult White Dragon", "size": "Huge", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 250, "hit_dice": "20d12+120", "speed": { "walk": 40, "burrow": 30, "fly": 80, "swim": 40 }, "strength": 22, "dexterity": 12, "constitution": 22, "intelligence": 8, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": 6, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 7, "perception": null, "skills": { "intimidation": 7, "perception": 7, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 20", "languages": "Common, Draconic", "challenge_rating": "16", "cr": 16.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its claws. In place of its bite attack it can spit ice." }, { "name": "Bite", "desc": "Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the dragon pushes the target 10 feet away." }, { "name": "Spit Ice", "desc": "The dragon targets a creature within 60 feet forcing it to make a DC 19 Dexterity saving throw. On a failure the target takes 16 (3d10) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales a 60-foot cone of frost. Each creature in the area makes a DC 19 Constitution saving throw. On a failure it takes 52 (15d6) cold damage and its speed is reduced to 0 until the end of its next turn. On a success it takes half damage." } ], "bonus_actions": null, "reactions": [ { "name": "Tail Attack", "desc": "When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Roar", "desc": "Each creature of the dragons choice within 120 feet that can hear it makes a DC 15 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours." }, { "name": "Wing Attack", "desc": "The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed." }, { "name": "Raging Storm (1/Day", "desc": "For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured and the ground is difficult terrain The first time a creature moves on its turn while in the area, it must succeed on a DC 15 Dexterity saving throw or fall prone (or fall if it is flying)." } ], "special_abilities": [ { "name": "Cold Mastery", "desc": "The dragons movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components. 3/day each:dominate beast, fire shield, animal friendship, sleet storm" } ], "spell_list": [], "page_no": 122, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_adult-white-dragon/" }, { "slug": "amethyst-dragon-wyrmling-a5e", "desc": "", "name": "Amethyst Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 45, "hit_dice": "7d8+14", "speed": { "walk": 30, "burrow": 15, "fly": 50 }, "strength": 14, "dexterity": 14, "constitution": 14, "intelligence": 16, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "insight": 2, "perception": 2, "persuasion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "force, psychic", "damage_immunities": "", "condition_immunities": "fatigue", "senses": "darkvision 120 ft., passive Perception 12", "languages": "Deep Speech, Draconic, Undercommon, telepathy 120 ft.", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage." }, { "name": "Concussive Breath (Recharge 5-6)", "desc": "The dragon psionically unleashes telekinetic energy in a 15-foot cone. Each creature in that area makes a DC 12 Constitution saving throw taking 16 (3d10) force damage on a failed save or half damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Far Thoughts", "desc": "The dragon is aware of any creature that uses a psionic ability or communicates telepathically within 100 miles of it. As an action, the dragon can psionically observe a creature, object, or location it is familiar with within 100 miles. While observing a subject in this way, the dragon can see, hear, and communicate telepathically, but it is blind and deaf in regard to its physical senses and does not require food or water. The dragon can psionically observe a subject indefinitely and can end this effect and return to its own senses as an action." } ], "spell_list": [], "page_no": 142, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_amethyst-dragon-wyrmling/" }, { "slug": "ancient-earth-dragon-a5e", "desc": "", "name": "Ancient Earth Dragon", "size": "Gargantuan", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 22, "armor_desc": "", "hit_points": 425, "hit_dice": "23d20+184", "speed": { "walk": 40, "fly": 40, "burrow": 60 }, "strength": 26, "dexterity": 14, "constitution": 26, "intelligence": 16, "wisdom": 22, "charisma": 14, "strength_save": 15, "dexterity_save": null, "constitution_save": 15, "intelligence_save": 10, "wisdom_save": 13, "charisma_save": 9, "perception": null, "skills": { "athletics": 15, "insight": 13, "nature": 10, "perception": 13 }, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical weapons", "damage_immunities": "", "condition_immunities": "petrified", "senses": "darkvision 120 ft., tremorsense 120 ft., passive Perception 26", "languages": "Common, Draconic, Terran", "challenge_rating": "24", "cr": 24.0, "actions": [ { "name": "Multiattack", "desc": "The dragon attacks once with its bite and twice with its slam. In place of its bite attack it can use Rock Spire." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 35 (5d10 + 8) piercing damage. Instead of dealing piercing damage the dragon can grapple the target (escape DC 23) and a Huge or smaller creature grappled in this way is restrained. While grappling a creature the dragon can't bite another target." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target is pushed up to 10 feet away falling prone if it impacts a wall or other solid object. This attack deals an extra 9 (2d8) bludgeoning damage if the target was already prone." }, { "name": "Scouring Breath (Recharge 5-6)", "desc": "The dragon exhales scouring sand and stones in a 90-foot cone. Each creature in that area makes a DC 23 Dexterity saving throw taking 70 (20d6) slashing damage on a failed save or half damage on a success. A creature that fails the save is also blinded until the end of its next turn." }, { "name": "Rock Spire", "desc": "A permanent 25-foot-tall 5-foot-radius spire of rock magically rises from a point on the ground within 60 feet. A creature in the spires area when it appears makes a DC 21 Dexterity saving throw taking 18 (4d8) piercing damage on a failure or half damage on a success. A creature that fails this saving throw by 10 or more is impaled and restrained at the top of the spire. A creature can use an action to make a DC 13 Strength check freeing the impaled creature on a success. The impaled creature is also freed if the spire is destroyed. The spire is an object with AC 16 30 hit points and immunity to poison and psychic damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The dragon can take 3 legendary actions", "desc": "Only one legendary action can be used at a time and only at the end of another creatures turn. It regains spent legendary actions at the start of its turn." }, { "name": "Shake the Foundation", "desc": "The dragon causes the ground to roil, creating a permanent, 40-foot-radius area of difficult terrain centered on a point the dragon can see. If the dragon is bloodied, creatures in the area make a DC 23 Dexterity saving throw. On a failure, the creature takes 21 (6d6) slashing damage and falls prone. On a success, the creature takes half damage." }, { "name": "Slam Attack (Costs 2 Actions)", "desc": "The dragon makes a slam attack." }, { "name": "Entomb (While Bloodied", "desc": "The dragon targets a creature on the ground within 60 feet, forcing it to make a DC 17 Dexterity saving throw. On a failure, the creature is magically entombed 5 feet under the earth. While entombed, the target is blinded, restrained, and can't breathe. A creature can use an action to make a DC 17 Strength check, freeing an entombed creature on a success." } ], "special_abilities": [ { "name": "Earth Glide", "desc": "The dragon can burrow through nonmagical, unworked earth and stone without disturbing it." }, { "name": "False Appearance", "desc": "While the dragon remains motionless within its linked area, it is indistinguishable from a natural rocky outcropping." }, { "name": "Legendary Resistance (3/Day)", "desc": "When the dragon fails a saving throw, it can choose to succeed instead. When it does, it becomes more like rock. Its Speed, burrow speed, and flying speed are halved until the end of its next turn." }, { "name": "Essence Link", "desc": "The essence dragon is spiritually linked to a specific area or landmark. The dragon gains no benefit from a long rest when more than 1 mile away from its linked area. If the dragon dies, the area it is linked to loses its vital essence until it forms a new essence dragon, which can take centuries. When a creature first enters an area that has lost its vital essence in this way, they gain a level of fatigue and a level of strife. This fatigue and strife can be removed only by completing a long rest outside the area." }, { "name": "Innate Spellcasting", "desc": "The dragons spellcasting ability is Charisma (save DC 17). It can innately cast the following spells, requiring no material components. 3/day each:locate animals or plants, spike growth, stone shape, wall of stone, 1/day:earthquake, move earth" } ], "spell_list": [], "page_no": 126, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_ancient-earth-dragon/" }, { "slug": "archmage-a5e", "desc": "", "name": "Archmage", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 20, "wisdom": 16, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 9, "wisdom_save": 7, "charisma_save": null, "perception": null, "skills": { "arcana": 9, "insight": 7, "history": 9, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "psychic (with mind blank)", "condition_immunities": "charmed (with mind blank)", "senses": "passive Perception 17", "languages": "any four", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Fire Bolt (Cantrip; V, S)", "desc": "Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage." }, { "name": "Lightning Bolt (3rd-Level; V, S, M)", "desc": "A bolt of lightning 5 feet wide and 100 feet long arcs from the archmage. Each creature in the area makes a DC 17 Dexterity saving throw taking 28 (8d6) lightning damage on a failure or half damage on a success." }, { "name": "Confusion (4th-Level; V, S, M, Concentration)", "desc": "Each creature within 10 feet of a point the archmage can see within 120 feet makes a DC 17 Wisdom saving throw becoming rattled until the end of its next turn on a success. On a failure a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on itself on a success." }, { "name": "Cone of Cold (5th-Level; V, S, M)", "desc": "Frost blasts from the archmage in a 60-foot cone. Each creature in the area makes a DC 17 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success." }, { "name": "Mislead (5th-Level; S, Concentration)", "desc": "The archmage becomes invisible for 1 hour. At the same time an illusory copy of the archmage appears in their space. The archmage can use an action to move the copy up to 60 feet and have it speak or gesture. The copy is revealed as an illusion with any physical interaction as solid objects and creatures pass through it. The archmage can use a bonus action to switch between their copys senses or their own; while using their copys senses the archmages body is blind and deaf. The invisibility but not the duplicate ends if the archmage casts another spell." }, { "name": "Globe of Invulnerability (6th-Level; V, S, M, Concentration)", "desc": "A glimmering 10-foot-radius sphere appears around the archmage. It remains for 1 minute and doesnt move with the archmage. Any 5th-level or lower spell cast from outside the sphere can't affect anything inside the sphere even if cast with a higher level spell slot. Targeting something inside the sphere or including the spheres space in an area has no effect on anything inside." }, { "name": "Teleport (7th-Level; V)", "desc": "The archmage teleports to a location they are familiar with on the same plane of existence." } ], "bonus_actions": null, "reactions": [ { "name": "Counterspell (3rd-Level; S)", "desc": "When a creature the archmage can see within 60 feet casts a spell, the archmage attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the archmage makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the archmage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell." }, { "name": "Shield (1st-Level; V", "desc": "When the archmage is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Foresight", "desc": "When the foresight spell is active, the archmage can't be surprised and has advantage on ability checks, attack rolls, and saving throws. In addition, other creatures have disadvantage on attack rolls against the archmage." }, { "name": "Mind Blank", "desc": "When the mind blank spell is active, the archmage is immune to psychic damage, any effect that would read their emotions or thoughts, divination spells, and the charmed condition." }, { "name": "Spellcasting", "desc": "The archmage is an 18th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17\n +9 to hit with spell attacks). The archmage can cast shield at level 1 and alter self at level 2 without expending a spell slot. They have the following wizard spells prepared:\n Cantrips (at will): fire bolt\n light\n mage hand\n message\n prestidigitation\n 1st-level (4 slots): detect magic\n identify\n mage armor\n shield\n 2nd-level (4 slots): alter self\n detect thoughts\n suggestion\n 3rd-level (3 slots): counterspell\n lightning bolt\n sending\n 4th-level (3 slots): confusion\n hallucinatory terrain\n locate creature\n 5th-level (3 slots): cone of cold\n mislead\n scrying\n 6th-level (1 slot): globe of invulnerability\n true seeing\n 7th-level (1 slot): teleport\n 8th-level (1 slot): mind blank\n 9th-level (1 slot): foresight" } ], "spell_list": [], "page_no": 480, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_archmage/" }, { "slug": "bandit-captain-a5e", "desc": "", "name": "Bandit Captain", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 65, "hit_dice": "10d8+20", "speed": { "walk": 30 }, "strength": 14, "dexterity": 16, "constitution": 14, "intelligence": 14, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": 5, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 4, "deception": 4, "intimidation": 4, "stealth": 5, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "any two", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The bandit captain attacks twice with their scimitar and once with their dagger or throws two daggers." }, { "name": "Scimitar", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 feet one target. Hit: 5 (1d4 + 3) piercing damage." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "If the bandit captain is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them." }, { "name": "Bandits are outlaws who live by violence", "desc": "Most are highway robbers, though a few are principled exiles or freedom fighters." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 470, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_bandit-captain/" }, { "slug": "barbed-devil-a5e", "desc": "", "name": "Barbed Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 102, "hit_dice": "12d8+48", "speed": { "walk": 30 }, "strength": 18, "dexterity": 16, "constitution": 18, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 7, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": null, "skills": { "athletics": 7, "deception": 5, "insight": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; damage from nonmagical, non-silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The devil makes two attacks with its claws and one with its tail. Alternatively it uses Hurl Flame twice." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If both claw attacks hit the same Medium or smaller creature it is grappled (escape DC 15). While the target is grappled this attack may be used only against the grappled creature and has advantage against that creature." }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target the devil is not grappling. Hit: 10 (2d6 + 3) piercing damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a creature it catches on fire taking 5 (1d10) ongoing fire damage. If the target is an unattended flammable object it catches on fire. A creature can use an action to extinguish this fire." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Barbed Hide", "desc": "A creature that grapples or is grappled by the devil takes 5 (1d10) piercing damage at the beginning of the devils turn." }, { "name": "Devils Sight", "desc": "The devils darkvision penetrates magical darkness." }, { "name": "Lawful Evil", "desc": "The devil radiates a Lawful and Evil aura." }, { "name": "Magic Resistance", "desc": "The devil has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 78, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_barbed-devil/" }, { "slug": "blackguard-a5e", "desc": "", "name": "Blackguard", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 16, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 6, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": null, "skills": { "athletics": 6, "intimidation": 5, "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 15", "languages": "any two", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The knight attacks three times with their greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage." }, { "name": "Lance (Mounted Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet." }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 10 (3d6) poison damage." }, { "name": "Vile Curse (1/Day)", "desc": "The knight utters hellish words that scald the soul. Living creatures of the knights choice within 30 feet that can hear and understand them are magically cursed for 1 minute. A d4 is subtracted from attack rolls and saving throws made by a cursed creature. A creature immune to the frightened condition is immune to this curse." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Anger", "desc": "While the knight is conscious, allies within 10 feet gain a +2 bonus to melee weapon damage. A creature can benefit from only one Aura of Anger at a time." } ], "spell_list": [], "page_no": 475, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_blackguard/" }, { "slug": "blue-dragon-wyrmling-a5e", "desc": "", "name": "Blue Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 30, "burrow": 15, "fly": 60, "swim": 15 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 2, "stealth": 3, "survival": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 10 ft., tremorsense 30 ft., darkvision 120 ft., passive Perception 12", "languages": "Common, Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage." }, { "name": "Lightning Breath (Recharge 5-6)", "desc": "The dragon exhales a 30-foot-long 5-foot-wide line of lightning. Each creature in that area makes a DC 12 Dexterity saving throw taking 22 (4d10) lightning damage on a failed save or half damage on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Desert Farer", "desc": "The dragon ignores difficult terrain or obscurement caused by sand or gravel, even while flying. Additionally, it ignores the effects of extreme heat." }, { "name": "Dune Splitter", "desc": "The dragon can remain submerged in sand and gravel for up to 4 hours. It has advantage on Stealth checks made to hide in this way." } ], "spell_list": [], "page_no": 109, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_blue-dragon-wyrmling/" }, { "slug": "bronze-dragon-wyrmling-a5e", "desc": "", "name": "Bronze Dragon Wyrmling", "size": "Medium", "type": "Dragon", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30, "fly": 60, "swim": 40 }, "strength": 16, "dexterity": 10, "constitution": 14, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "perception": 2, "stealth": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "lightning", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 12", "languages": "Draconic", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage." }, { "name": "Breath Weapons (Recharge 5-6)", "desc": "The dragon uses one of the following breath weapons:" }, { "name": "Lightning Breath", "desc": "The dragon exhales lightning in a 30-foot-long 5-foot-wide line. Each creature in the area makes a DC 12 Dexterity saving throw taking 16 (3d10) lightning damage on a failed save or half damage on a success." }, { "name": "Ocean Surge", "desc": "The dragon exhales a torrent of seawater in a 30-foot cone. Each creature in the area must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the dragon." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amphibious", "desc": "The dragon can breathe air and water." } ], "spell_list": [], "page_no": 162, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_bronze-dragon-wyrmling/" }, { "slug": "champion-warrior-a5e", "desc": "", "name": "Champion Warrior", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The warrior attacks twice." }, { "name": "Greataxe", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the warrior has moved this turn, this attack is made with advantage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 497, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_champion-warrior/" }, { "slug": "cult-fanatic-a5e", "desc": "", "name": "Cult Fanatic", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "deception": 4, "persuasion": 4, "religion": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any one", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Sacred Flame (Cantrip; V, S)", "desc": "One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover." }, { "name": "Command (1st-Level; V)", "desc": "One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn)." }, { "name": "Inflict Wounds (1st-Level; V, S)", "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage." }, { "name": "Blindness/Deafness (2nd-Level; V)", "desc": "One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success." }, { "name": "Hold Person (2nd-Level; V, S, M, Concentration)", "desc": "One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fanatic", "desc": "The cult fanatic has advantage on saving throws against being charmed or frightened." }, { "name": "Spellcasting", "desc": "The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person" } ], "spell_list": [], "page_no": 472, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_cult-fanatic/" }, { "slug": "cutthroat-a5e", "desc": "", "name": "Cutthroat", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 27, "hit_dice": "6d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "deception": 4, "insight": 4, "investigation": 3, "perception": 4, "persuasion": 4, "sleight": 0, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "any two", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Shortsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage." }, { "name": "Hand Crossbow", "desc": "Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage." } ], "bonus_actions": [ { "name": "Cunning Action", "desc": "The cutthroat takes the Dash, Disengage, Hide, or Use an Object action." }, { "name": "Rapid Attack", "desc": "The cutthroat attacks with their shortsword." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sneak Attack (1/Turn)", "desc": "The cutthroat deals an extra 7 (2d6) damage when they hit with a weapon attack while they have advantage on the attack, or when the cutthroats target is within 5 feet of an ally of the cutthroat while the cutthroat doesnt have disadvantage on the attack." } ], "spell_list": [], "page_no": 468, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_cutthroat/" }, { "slug": "dragon-cultist-a5e", "desc": "", "name": "Dragon Cultist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 39, "hit_dice": "6d8+12", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "deception": 4, "persuasion": 4, "religion": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any one", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Sacred Flame (Cantrip; V, S)", "desc": "One creature the cult fanatic can see within 60 feet makes a DC 12 Dexterity saving throw taking 4 (1d8) radiant damage on a failure. This spell ignores cover." }, { "name": "Command (1st-Level; V)", "desc": "One non-undead creature the cult fanatic can see within 60 feet that can hear and understand them makes a DC 12 Wisdom saving throw. On a failure the target uses its next turn to grovel (falling prone and then ending its turn)." }, { "name": "Inflict Wounds (1st-Level; V, S)", "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage." }, { "name": "Blindness/Deafness (2nd-Level; V)", "desc": "One creature the cult fanatic can see within 30 feet makes a DC 12 Constitution saving throw. On a failure the creature is blinded or deafened (cult fanatics choice) for 1 minute. The creature repeats the saving throw at the end of each of its turns ending the effect on a success." }, { "name": "Hold Person (2nd-Level; V, S, M, Concentration)", "desc": "One humanoid the cult fanatic can see within 60 feet makes a DC 12 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns ending the effect on a success." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fanatic", "desc": "The cult fanatic has advantage on saving throws against being charmed or frightened." }, { "name": "Immunity", "desc": "A dragon cultist is immune to one damage type dealt by their draconic masters breath weapon." }, { "name": "Spellcasting", "desc": "The cult fanatic is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12\n +4 to hit with spell attacks). They have the following cleric spells prepared:\n Cantrips (at will): light\n sacred flame\n thaumaturgy\n 1st-level (4 slots): ceremony\n command\n detect evil and good\n inflict wounds\n 2nd-level (3 slots): blindness/deafness\n hold person" } ], "spell_list": [], "page_no": 473, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_dragon-cultist/" }, { "slug": "duelist-a5e", "desc": "", "name": "Duelist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40 }, "strength": 18, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "perception": 4, "stealth": 7, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 14", "languages": "any one", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The warrior attacks twice." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage." } ], "bonus_actions": null, "reactions": [ { "name": "Riposte", "desc": "When the duelist is missed by a melee attack by an attacker they can see within 5 feet, the duelist makes a rapier attack against the attacker with advantage." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 497, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_duelist/" }, { "slug": "fell-nightmare-a5e", "desc": "", "name": "Fell Nightmare", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 93, "hit_dice": "11d10+33", "speed": { "walk": 60, "fly": 90 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "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": "fire", "condition_immunities": "", "senses": "passive Perception 11", "languages": "understands Abyssal, Common, and Infernal but can't speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Hooves", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. If the horse moves at least 20 feet straight towards the target before the attack the target makes a DC 14 Strength saving throw falling prone on a failure. The nightmare can move through the space of a prone creature as long as it does not end its turn there." }, { "name": "Ethereal Shift (Recharge 5-6)", "desc": "The nightmare and a rider magically pass from the Ethereal Plane to the Material Plane or vice versa." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evil", "desc": "The nightmare radiates an Evil aura." }, { "name": "Fiery Hooves", "desc": "The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The nightmare leaves charred hoofprints." }, { "name": "Fire Resistance", "desc": "The nightmare can grant fire resistance to a rider." }, { "name": "Fiery Trail", "desc": "When the nightmare moves along the ground, it can choose to leave behind a trail of fire 10 feet wide and 10 feet tall, which lasts until the beginning of the nightmares next turn. A creature that begins its turn in the fire or enters it for the first time on a turn takes 10 (3d6) fire damage. The trail ignites flammable objects." }, { "name": "Telepathy", "desc": "The nightmare gains telepathy with a range of 120 feet. It can telepathically communicate with the fiend that trained it over any distance as long as they are on the same plane of existence." } ], "spell_list": [], "page_no": 345, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_fell-nightmare/" }, { "slug": "giant-bat-a5e", "desc": "", "name": "Giant Bat", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 16, "hit_dice": "3d10", "speed": { "walk": 10, "fly": 60 }, "strength": 14, "dexterity": 16, "constitution": 10, "intelligence": 2, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft., passive Perception 11", "languages": "", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Echolocation", "desc": "The bat can't use blindsight while deafened." }, { "name": "Keen Hearing", "desc": "The bat has advantage on Perception checks that rely on hearing." } ], "spell_list": [], "page_no": 445, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_giant-bat/" }, { "slug": "gladiator-a5e", "desc": "", "name": "Gladiator", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 16, "armor_desc": "", "hit_points": 105, "hit_dice": "14d8+42", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": 7, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "intimidation": 5, "performance": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "any one", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The gladiator makes two melee attacks with their spear or throws two javelins." }, { "name": "Spear", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage." }, { "name": "Shield", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage." }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage." } ], "bonus_actions": [ { "name": "Shield Rush", "desc": "The gladiator makes an attack with their shield. On a hit, the target makes a DC 15 Dexterity saving throw, falling prone on a failure." } ], "reactions": [ { "name": "Shield Block", "desc": "If the gladiator is wielding a shield and can see their attacker, they add 3 to their AC against one melee or ranged attack that would hit them." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Combat Expertise", "desc": "The damage of the gladiators attacks includes a d6 expertise die." } ], "spell_list": [], "page_no": 474, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_gladiator/" }, { "slug": "goblin-warlock-a5e", "desc": "", "name": "Goblin Warlock", "size": "Small", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 21, "hit_dice": "6d6", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 12, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "arcana": 3, "stealth": 4, "intimidation": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Goblin", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Silver Fire", "desc": "Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) ongoing fire damage. A creature can use an action to douse the fire on a target ending the ongoing damage." }, { "name": "Clinging Illusion", "desc": "The warlock creates a magical illusion of an unmoving Medium or smaller object in a space it can see within 30 feet. The illusion can hide a smaller object in the same space. The illusion lasts 24 hours until a creature touches it or until the warlock uses Clinging Illusion again. A creature can take an action to make a DC 12 Investigation check to disbelieve the illusion. On a success the illusion appears transparent to the creature." } ], "bonus_actions": null, "reactions": [ { "name": "Quick Switch", "desc": "When the warlock is hit by an attack, it magically teleports, switching places with a goblin ally within 30 feet. The goblin ally is hit by the triggering attack and suffers its effects." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 251, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_goblin-warlock/" }, { "slug": "harpy-a5e", "desc": "", "name": "Harpy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 11, "armor_desc": "", "hit_points": 38, "hit_dice": "7d8+7", "speed": { "walk": 20, "fly": 40 }, "strength": 12, "dexterity": 12, "constitution": 12, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 10", "languages": "Common", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The harpy attacks twice with its claw." }, { "name": "Claw", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage." } ], "bonus_actions": [ { "name": "Luring Song", "desc": "The harpy sings a magical song. Each humanoid and giant within 300 feet that can hear it makes a DC 12 Wisdom saving throw. On a failure, a creature becomes charmed until the harpy fails to use its bonus action to continue the song. While charmed by the harpy, a creature is incapacitated and ignores other harpy songs. On each of its turns, the creature moves towards the harpy by the most direct route, not avoiding opportunity attacks or hazards. The creature repeats its saving throw whenever it is damaged and before it enters damaging terrain such as lava. If a saving throw is successful or the effect ends on it, it is immune to any harpys song for the next 24 hours." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 276, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_harpy/" }, { "slug": "high-elf-noble-a5e", "desc": "", "name": "High Elf Noble", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "", "hit_points": 13, "hit_dice": "3d8", "speed": { "walk": 30 }, "strength": 10, "dexterity": 12, "constitution": 10, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "history": 2, "insight": 3, "intimidation": 4, "performance": 4, "persuasion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 11", "languages": "any two", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Rapier", "desc": "Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage." }, { "name": "Ray of Frost (Cantrip; V, S)", "desc": "Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage and the targets Speed is reduced by 10 feet until the start of the nobles next turn." } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "If the noble is wielding a melee weapon and can see their attacker, they add 2 to their AC against one melee attack that would hit them." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 485, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_high-elf-noble/" }, { "slug": "hobgoblin-captain-a5e", "desc": "", "name": "Hobgoblin Captain", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 14, "wisdom": 12, "charisma": 14, "strength_save": 5, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "engineering": 4, "intimidation": 4, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Goblin", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The hobgoblin attacks twice with its greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage." }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage." }, { "name": "Officers Command (1/Day)", "desc": "The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Formation Movement", "desc": "If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks." } ], "spell_list": [], "page_no": 281, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_hobgoblin-captain/" }, { "slug": "hobgoblin-warlord-a5e", "desc": "", "name": "Hobgoblin Warlord", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 104, "hit_dice": "16d8+32", "speed": { "walk": 30 }, "strength": 16, "dexterity": 14, "constitution": 14, "intelligence": 14, "wisdom": 12, "charisma": 14, "strength_save": 5, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "engineering": 4, "intimidation": 4, "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Goblin", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The hobgoblin attacks twice with its greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage." }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage." }, { "name": "Officers Command (1/Day)", "desc": "The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Formation Movement", "desc": "If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks." }, { "name": "Bloodied Rage", "desc": "While bloodied, the warlord can attack four times with its greatsword or twice with its javelin when it uses Multiattack but no longer gains the benefit of its Military Training trait." }, { "name": "Elite Recovery", "desc": "At the end of each of its turns, while bloodied, the hobgoblin can end one condition or effect on itself. It can do this even when unconscious or incapacitated." }, { "name": "Military Training", "desc": "The hobgoblin has advantage on ability checks to make a tactical, strategic, or political decision." } ], "spell_list": [], "page_no": 282, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_hobgoblin-warlord/" }, { "slug": "holy-knight-a5e", "desc": "", "name": "Holy Knight", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 93, "hit_dice": "11d8+44", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 18, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": 7, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 5, "perception": null, "skills": { "athletics": 7, "insight": 5, "perception": 5, "religion": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "frightened", "senses": "passive Perception 15", "languages": "any two", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The knight attacks twice with their greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (2d8) radiant damage." }, { "name": "Lance (Mounted Only)", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 13 (2d12) piercing damage and the target makes a DC 14 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet." }, { "name": "Lay On Hands (1/Day)", "desc": "The knight touches a willing creature or themself and restores 30 hit points." }, { "name": "Knightly Inspiration (1/Day)", "desc": "The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Aura of Courage", "desc": "While the knight is conscious, allies within 10 feet are immune to being frightened." } ], "spell_list": [], "page_no": 476, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_holy-knight/" }, { "slug": "horde-of-shadows-a5e", "desc": "", "name": "Horde of Shadows", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 90, "hit_dice": "20d8", "speed": { "walk": 40 }, "strength": 6, "dexterity": 14, "constitution": 10, "intelligence": 8, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 4 }, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, cold, fire, lightning, thunder; damage from nonmagical weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 120 ft., passive Perception 10", "languages": "", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The horde makes up to three claw attacks but no more than one against each target." }, { "name": "Claw", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) necrotic damage and the target makes a DC 12 Constitution saving throw. On a failure the target is cursed until it finishes a short or long rest or is the subject of remove curse or a similar spell. While cursed the target makes attack rolls Strength checks and Strength saving throws with disadvantage. If the target dies while cursed a new undead shadow rises from the corpse in 1d4 hours the corpse no longer casts a natural shadow and the target can't be raised from the dead until the new shadow is destroyed." } ], "bonus_actions": [ { "name": "Shadow Sneak", "desc": "The horde takes the Hide action even if obscured only by dim light or darkness." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "The horde can pass through an opening as narrow as 1 inch wide without squeezing." }, { "name": "Area Vulnerability", "desc": "The horde takes double damage from any effect that targets an area." }, { "name": "Horde Dispersal", "desc": "When the horde is reduced to 0 hit points, it turns into 2 (1d4) shadows, each of which are bloodied." }, { "name": "Horde", "desc": "The horde is composed of 5 or more shadows. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects." }, { "name": "Sunlight Weakness", "desc": "While in sunlight, the horde has disadvantage on attack rolls, ability checks, and saving throws." }, { "name": "Undead Nature", "desc": "The horde doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_horde-of-shadows/" }, { "slug": "imp-a5e", "desc": "", "name": "Imp", "size": "Tiny", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 14, "hit_dice": "4d4+4", "speed": { "walk": 20, "fly": 40 }, "strength": 6, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "insight": 3, "perception": 3, "persuasion": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; damage from nonmagical, non-silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Sting (Bite While Shapeshifted)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage." }, { "name": "Shapeshift", "desc": "The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies." } ], "bonus_actions": [ { "name": "Invisibility", "desc": "The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devils Sight", "desc": "The imps darkvision penetrates magical darkness." }, { "name": "Ventriloquism", "desc": "The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet." }, { "name": "Lawful Evil", "desc": "The imp radiates a Lawful and Evil aura." }, { "name": "Magic Resistance", "desc": "The imp has advantage on saving throws against spells and magical effects." } ], "spell_list": [], "page_no": 85, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_imp/" }, { "slug": "imp-familiar-a5e", "desc": "", "name": "Imp Familiar", "size": "Tiny", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "", "hit_points": 14, "hit_dice": "4d4+4", "speed": { "walk": 20, "fly": 40 }, "strength": 6, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "insight": 3, "perception": 3, "persuasion": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold; damage from nonmagical, non-silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Infernal, telepathy 120 ft.", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Sting (Bite While Shapeshifted)", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage." }, { "name": "Shapeshift", "desc": "The imp magically changes its form into a rat (speed 20 ft.) raven (20 ft. fly 60 ft.) or spider (20 ft. climb 20 ft.) or back into its true form. Its statistics are the same in each form except for its movement speeds. Equipment it carries is not transformed. It reverts to its true form if it dies." } ], "bonus_actions": [ { "name": "Invisibility", "desc": "The imp magically turns invisible, along with any equipment carried. This invisibility ends if the imp makes an attack, falls unconscious, or dismisses the effect." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Devils Sight", "desc": "The imps darkvision penetrates magical darkness." }, { "name": "Ventriloquism", "desc": "The imp can perfectly imitate any voice it has heard. It can make its voice appear to originate from any point within 30 feet." }, { "name": "Lawful Evil", "desc": "The imp radiates a Lawful and Evil aura." }, { "name": "Magic Resistance", "desc": "The imp has advantage on saving throws against spells and magical effects." }, { "name": "Familiar", "desc": "The imp can communicate telepathically with its master while they are within 1 mile of each other. When the imp is within 10 feet of its master, its master shares its Magic Resistance trait." } ], "spell_list": [], "page_no": 85, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_imp-familiar/" }, { "slug": "intellect-devourer-a5e", "desc": "", "name": "Intellect Devourer", "size": "Tiny", "type": "Aberration", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 36, "hit_dice": "8d4+16", "speed": { "walk": 40 }, "strength": 6, "dexterity": 16, "constitution": 14, "intelligence": 16, "wisdom": 14, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 5, "wisdom_save": 4, "charisma_save": 4, "perception": null, "skills": { "deception": 4, "insight": 4, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 12", "languages": "understands Deep Speech but can't speak, telepathy 120 ft.", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Claws", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage." }, { "name": "Ego Whip", "desc": "The intellect devourer targets a creature with a brain within 60 feet. The target makes a DC 13 Intelligence saving throw. On a failure it takes 14 (4d6) psychic damage and is rattled for 1 minute. If it is already rattled by Ego Whip it is also stunned. The target repeats the saving throw at the end of each of its turns ending both effects on a success." }, { "name": "Body Thief", "desc": "The intellect devourer enters the nose and mouth of an incapacitated humanoid within 5 feet. The target must be Small or larger have a brain and have an Intelligence of 4 or higher. The intellect devourer eats the targets brain and takes control of the target. The intellect devourer leaves the body if the target is reduced to 0 hit points if the target is affected by dispel evil and good or another effect that ends possession or voluntarily as a bonus action. A creature killed by the intellect devourer can be restored to life by resurrection or similar magic." }, { "name": "While the intellect devourer is in control of the target, the intellect devourer retains its own Intelligence, Wisdom, and Charisma, its telepathy, and its knowledge of Deep Speech", "desc": "It otherwise uses the targets statistics including proficiencies languages class features and spells. It has vague knowledge about the targets life but must make a DC 15 Intelligence check to recall specific facts." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 287, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_intellect-devourer/" }, { "slug": "jackalope-a5e", "desc": "", "name": "Jackalope", "size": "Tiny", "type": "Beast", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": "", "hit_points": 55, "hit_dice": "10d4+30", "speed": { "walk": 50 }, "strength": 11, "dexterity": 19, "constitution": 16, "intelligence": 6, "wisdom": 17, "charisma": 14, "strength_save": 2, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 2, "deception": 4, "perception": 5, "stealth": 6, "survival": 5 }, "damage_vulnerabilities": "", "damage_resistances": "lightning", "damage_immunities": "", "condition_immunities": "stunned", "senses": "passive Perception 17", "languages": "understands Common but cannot speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the jackalope moves at least 20 feet straight towards the target before the attack the attack deals an extra 7 (2d6) piercing damage." } ], "bonus_actions": [ { "name": "Nimble Escape", "desc": "The jackalope takes the Disengage or Hide action." } ], "reactions": [ { "name": "Uncanny Dodge", "desc": "When an attacker the jackalope can see hits it with an attack, the jackalope halves the attacks damage against it." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Evasion", "desc": "If the jackalope is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jackalope instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." }, { "name": "Keen Hearing", "desc": "The jackalope has advantage on Perception checks that rely on hearing." }, { "name": "Mimicry", "desc": "The jackalope can imitate sounds it hears frequently, such as a simple phrase or an animal noise. Recognizing the sounds as imitation requires a DC 14 Insight check." } ], "spell_list": [], "page_no": 453, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_jackalope/" }, { "slug": "jackalwere-a5e", "desc": "", "name": "Jackalwere", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 18, "hit_dice": "4d8", "speed": { "walk": 40 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "perception": 2, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common (cant speak in jackal form)", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite (Jackal or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Scimitar (Human or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage." }, { "name": "Sleep Gaze (Gaze, Hybrid Form Only)", "desc": "One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it." } ], "bonus_actions": [ { "name": "Shapeshift", "desc": "The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies." }, { "name": "Combat", "desc": " The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.\nIt then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chaotic Evil", "desc": "The jackalwere radiates a Chaotic and Evil aura." }, { "name": "Keen Hearing and Smell", "desc": "The jackalwere has advantage on Perception checks that rely on hearing and smell." }, { "name": "Pack Tactics", "desc": "The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated." }, { "name": "Truth Aversion", "desc": "The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie." } ], "spell_list": [], "page_no": 291, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_jackalwere/" }, { "slug": "jackalwere-pack-leader-a5e", "desc": "", "name": "Jackalwere Pack Leader", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": "", "hit_points": 36, "hit_dice": "8d8", "speed": { "walk": 40 }, "strength": 10, "dexterity": 14, "constitution": 10, "intelligence": 12, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 4, "perception": 2, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "damage from nonmagical, non-silvered weapons", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common (cant speak in jackal form)", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite (Jackal or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage." }, { "name": "Scimitar (Human or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage." }, { "name": "Sleep Gaze (Gaze, Hybrid Form Only)", "desc": "One creature within 30 feet of the jackalwere makes a DC 10 Wisdom saving throw. On a failed save the target is magically charmed. At the beginning of the jackalweres next turn the target repeats the saving throw. On a success the effect ends. On a failure the creature falls unconscious for 10 minutes. Both the charmed and unconscious conditions end if the target takes damage or a creature within reach of the target uses an action to shake the target back to its senses. If the target successfully saves against Sleep Gaze it is immune to Sleep Gaze for 24 hours. Undead and creatures immune to charm arent affected by it." }, { "name": "Multiattack", "desc": "The jackalwere makes two scimitar attacks or makes one scimitar attack and uses Sleep Gaze." } ], "bonus_actions": [ { "name": "Shapeshift", "desc": "The jackalwere magically changes its form, along with its equipment, to that of a specific Medium humanoid or a jackal-human hybrid or its true form, which is a Small jackal. While shapeshifted, its statistics are otherwise unchanged. It reverts to its true form if it dies." }, { "name": "Combat", "desc": "The jackalwere shifts to hybrid form and uses Sleep Gaze on an unsuspecting target.\nIt then fights with its scimitar, staying next to at least one ally. A jackalwere is fearless when facing enemies armed with mundane weapons, but it retreats if it is outnumbered by enemies capable of bypassing its resistances." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Chaotic Evil", "desc": "The jackalwere radiates a Chaotic and Evil aura." }, { "name": "Keen Hearing and Smell", "desc": "The jackalwere has advantage on Perception checks that rely on hearing and smell." }, { "name": "Pack Tactics", "desc": "The jackalwere has advantage on attack rolls against a creature if at least one of the jackalweres allies is within 5 feet of the creature and not incapacitated." }, { "name": "Truth Aversion", "desc": "The jackalwere must succeed on a DC 14 Wisdom saving throw to make a true statement. On a failure, it tells an unpremeditated lie." } ], "spell_list": [], "page_no": 291, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_jackalwere-pack-leader/" }, { "slug": "knight-a5e", "desc": "", "name": "Knight", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 52, "hit_dice": "8d8+16", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": 5, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 2, "charisma_save": null, "perception": null, "skills": { "athletics": 5, "history": 0, "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "passive Perception 12", "languages": "any two", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The knight attacks twice with their greatsword." }, { "name": "Greatsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage." }, { "name": "Lance (Mounted Only)", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the knight moves at least 20 feet straight towards the target before the attack they deal an extra 6 (1d12) piercing damage and the target makes a DC 13 Strength saving throw falling prone on a failure. This attack is made at disadvantage against targets within 5 feet." }, { "name": "Heavy Crossbow", "desc": "Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage." }, { "name": "Knightly Inspiration (1/Day)", "desc": "The knight inspires creatures of their choice within 30 feet that can hear and understand them. For the next minute inspired creatures gain an expertise die (1d4) on attack rolls and saving throws. A creature can benefit from only one Knightly Inspiration at a time and the knight cannot target themselves." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Brave", "desc": "The knight has advantage on saving throws against being frightened." } ], "spell_list": [], "page_no": 476, "environments": [], "img_main": null, "document__slug": "menagerie", "document__title": "Level Up Advanced 5e Monstrous Menagerie", "document__license_url": "http://open5e.com/legal", "document__url": "https://www.levelup5e.com", "v2_converted_path": "/v2/creatures/a5e-mm_knight/" } ] }