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=-damage_immunities&page=13
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-damage_immunities&page=14", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-damage_immunities&page=12", "results": [ { "slug": "hinn_bf", "desc": "", "name": "Hinn", "size": "large", "type": "Elemental", "subtype": "Outsider", "group": "Genies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 199, "hit_dice": "", "speed": { "walk": 30, "burrow": 30, "fly": 60 }, "strength": 22, "dexterity": 12, "constitution": 32, "intelligence": 14, "wisdom": 24, "charisma": 26, "strength_save": 6, "dexterity_save": 1, "constitution_save": 11, "intelligence_save": 2, "wisdom_save": 7, "charisma_save": 8, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "prone", "damage_immunities": "petrified", "condition_immunities": "", "senses": "darkvision 120 ft.", "languages": "Common,Terran", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The hinn makes three Gem-Studded Mace or Lob Stone attacks. If two Gem-Studded Mace attacks hit one creature, the target must succeed on a DC 16 CON save or be stunned until the end of its next turn." }, { "name": "Gem-Studded Mace", "desc": "_Melee Weapon Attack:_ +10 to hit, reach 5 ft., one target. _Hit:_ 13 (2d6+6) bludgeoning damage plus 9 (2d8) piercing damage." }, { "name": "Lob Stone", "desc": "_Ranged Weapon Attack:_ +10 to hit, range 20/60 ft., one target. _Hit:_ 22 (3d10+6) bludgeoning damage." }, { "name": "Create Earth Elemental (1/Day)", "desc": "The hinn magically creates one earth-based Elemental of CR 5 or lower in an unoccupied space the hinn can see within 30 feet of it. The elemental acts as an ally of the hinn, obeying its spoken commands. The elemental remains for 1 hour, until the hinn dies, or until the hinn dismisses it as a bonus action." }, { "name": "Travel the Planes (1/Day)", "desc": "The hinn transports itself to a different plane of existence. This works like the plane shift spell, except it can affect only itself and can't use this action to banish an unwilling creature." } ], "bonus_actions": [ { "name": "Churned Earth", "desc": "The hinn causes the ground on a point it can see within 60 feet of it to erupt. Each creature within 15 feet of that point must succeed on a DC 16 DEX save or take 10 (3d6) bludgeoning damage and be knocked prone." }, { "name": "Genie Shape", "desc": "The hinn magically transforms into a Medium cloud of dust filled with miniscule clashing, bursting, and reforming rocks or back into its bipedal form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its bipedal form if it dies. The hinn can't use this bonus action to transform into its bipedal form while inside a Medium or smaller container." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Earth Glide", "desc": "The hinn can burrow through nonmagical, unworked earth and stone. While doing so, the hinn doesn't disturb the material through which it moves." }, { "name": "Nebulous (Cloud Form Only)", "desc": "The hinn's Stealth is 20, it can hover while flying, can't manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_hinn/" }, { "slug": "lycanthrope-werecrocodile", "desc": "", "name": "Lycanthrope, Werecrocodile", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 12, "armor_desc": "", "hit_points": 58, "hit_dice": "9d8+18", "speed": { "walk": 30, "swim": 30 }, "strength": 15, "dexterity": 13, "constitution": 14, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 0, "skills": { "perception": 0 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "nonmagic bludgeoning, piercing, and slashing attacks not made with silvered weapons", "condition_immunities": "", "senses": "passive Perception 12", "languages": "Common (can't speak in crocodile form)", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack (Humanoid or Hybrid Form Only)", "desc": "Two Tail Swipe or Khopesh attacks or it makes one Bite and one Tail Swipe." }, { "name": "Bite (Crocodile or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 7 (1d10+2) piercing damage and target is grappled (escape DC 12). Until the grapple ends the target is restrained and werecrocodile can't bite another. If target is a Humanoid it must make DC 12 Con save or be cursed with werecrocodile lycanthropy." }, { "name": "Tail Swipe (Crocodile or Hybrid Form Only)", "desc": "Melee Weapon Attack: +4 to hit 5 ft. 1 tgt not grappled by werecrocodile. 7 (2d4+2) bludgeoning damage and target knocked prone (DC 12 Str negates prone)." }, { "name": "Khopesh (Humanoid Form Only)", "desc": "Melee Weapon Attack: +4 to hit, 5 ft., one target, 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Transforms into a Large crocodile or into a crocodile-humanoid hybrid or back into its true form which is Humanoid. Its stats other than size are the same in each form. Any equipment worn/carried isn't transformed. Reverts to its true form if it dies." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath (Crocodile or Hybrid Form Only)", "desc": "Can hold its breath for 15 min." } ], "spell_list": [], "page_no": 265, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_lycanthrope-werecrocodile/" }, { "slug": "lycanthrope-wereotter", "desc": "", "name": "Lycanthrope, Wereotter", "size": "Medium", "type": "Humanoid", "subtype": "", "group": null, "alignment": "chaotic good", "armor_class": 13, "armor_desc": "", "hit_points": 44, "hit_dice": "8d8 +8", "speed": { "walk": 30, "swim": 40 }, "strength": 13, "dexterity": 16, "constitution": 13, "intelligence": 12, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 2, "skills": { "perception": 2 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "nonmagic bludgeoning, piercing, and slashing attacks not made with silvered weapons", "condition_immunities": "", "senses": "darkvision 60' (otter & hybrid forms only), passive Perception 14", "languages": "Common (can't speak in otter form)", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "Three Javelin attacks or one Bite attack and two Javelins. It can replace one Javelin with Net." }, { "name": "Bite (Otter or Hybrid Form Only)", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 5 (1d4+3) piercing damage. If the target is a Humanoid is cursed with wereotter lycanthropy (DC 11 Con negates curse)." }, { "name": "Javelin (Humanoid or Hybrid Form Only)", "desc": "Melee or Ranged Weapon Attack: +3 to hit 5 ft. or range 30/120' one target 4 (1d6+1) piercing damage." }, { "name": "Net (Humanoid or Hybrid Form Only)", "desc": "Ranged Weapon Attack: +3 to hit 5/15 ft. one target Large or smaller creature hit by net is restrained until freed. Net has no effect on creatures that are formless or Huge or larger. Creature including target can use action to free restrained target via DC 11 Str check. Dealing 5 slashing to net (AC 10) frees target with o harming it ending effect and destroying net." } ], "bonus_actions": [ { "name": "Change Shape", "desc": "Transforms into a Med otter-humanoid hybrid or into Large otter or back into true form: Humanoid. Stats other than size are same in each form. Items worn/ carried not transformed. Reverts to its true form if it dies." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Hold Breath", "desc": "Can hold its breath for 10 min." }, { "name": "Keen Hearing and Smell", "desc": "Advantage on Wis (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 266, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_lycanthrope-wereotter/" }, { "slug": "mummy_lord_bf", "desc": "", "name": "Mummy Lord", "size": "medium", "type": "Undead", "subtype": "", "group": "Mummies", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 270, "hit_dice": "", "speed": { "walk": 20 }, "strength": 18, "dexterity": 10, "constitution": 26, "intelligence": 20, "wisdom": 28, "charisma": 26, "strength_save": 4, "dexterity_save": 0, "constitution_save": 8, "intelligence_save": 5, "wisdom_save": 9, "charisma_save": 8, "perception": 19, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "necrotic; bludgeoning,piercing,and slashing damage from nonmagical attacks,charmed,frightened,paralyzed,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mummy makes two Blessed Khopesh attacks and one Rotting Fist attack, or it makes four Divine Bolt attacks. It can replace one attack with a use of Spellcasting." }, { "name": "Blessed Khopesh", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage plus 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice)." }, { "name": "Rotting Fist", "desc": "_Melee Weapon Attack:_ +9 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 21 (6d6) necrotic damage, and the target must succeed on a DC 17 CON save or be cursed with mummy rot (see the Mummy Rot sidebar)." }, { "name": "Divine Bolt", "desc": "_Ranged Spell Attack:_ +9 to hit, range 120 ft., one target. _Hit:_ 21 (5d6+4) necrotic damage or radiant damage (the mummy lord's choice)." }, { "name": "Undead Servitors", "desc": "The mummy lord magically calls 2d6 **skeletons** or **zombies**, 1d4 **specters**, or 2 **mummies**. The called creatures arrive in 1d4 rounds, acting as allies of the mummy lord and obeying its spoken commands. The Undead remain for 1 hour, until the mummy lord dies, or until the mummy lord dismisses them as a bonus action. The mummy lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6." }, { "name": "Spellcasting", "desc": "The mummy lord casts one of the following spells, using WIS as the spellcasting ability (spell save DC 17).<br>At will: _command_, _guidance_, _thaumaturgy_<br>3/day each: _dispel magic_, _hold_, _silence_<br>1/day each: _contagion_, _insect plague_" } ], "bonus_actions": [ { "name": "Bolster Undead", "desc": "The mummy lord sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains 14 (4d6) HP and has advantage on the next attack roll it makes before the start of the mummy lord's next turn." }, { "name": "Dreadful Glare", "desc": "The mummy lord glares at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 17 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration." } ], "reactions": [], "legendary_desc": "The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Detect Life", "desc": "The mummy lord automatically detects every creature that isn't a Construct or Undead within 30 feet of it, pinpointing the current location of each." }, { "name": "Sandy Teleport", "desc": "The mummy lord transforms into loose sand and teleports up to 60 feet to an unoccupied space it can see, reforming in that space. Any equipment it is wearing or carrying transforms with it." }, { "name": "Call Servitors (Costs 2 Actions)", "desc": "The mummy lord uses Undead Servitors." }, { "name": "Unleash Divine Energy (Costs 2 Actions)", "desc": "The mummy lord unleashes a wave of divine energy. Each creature within 10 feet of it must make a DC 17 CON save. On a failure, a creature takes 14 (4d6) necrotic damage or radiant damage (the mummy lord's choice) and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "If the mummy lord fails a save, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The mummy lord has advantage on saves against spells and other magical effects." }, { "name": "Rejuvenation", "desc": "A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its HP and becoming active again. The new body appears within 5 feet of the mummy lord's heart." }, { "name": "Turning Defiance", "desc": "The mummy lord and any friendly Undead within 30 feet of it have advantage on saves against effects that turn undead." }, { "name": "Undead Nature", "desc": "The mummy lord doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The mummy lord is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mummy-lord/" }, { "slug": "wight", "desc": "", "name": "Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack." }, { "name": "Life Drain", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.", "attack_bonus": 4, "damage_dice": "1d6", "damage_bonus": 2 }, { "name": "Longsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 }, { "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", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 354, "environments": [ "Underdark", "Swamp", "Urban" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_wight/" }, { "slug": "koschei", "desc": "", "name": "Koschei", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d8+54", "speed": { "walk": 30 }, "strength": 22, "dexterity": 12, "constitution": 17, "intelligence": 17, "wisdom": 13, "charisma": 21, "strength_save": null, "dexterity_save": 7, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 11, "perception": 7, "skills": { "arcana": 9, "insight": 7, "perception": 7 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning", "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Common, Celestial, Dwarvish, Infernal", "challenge_rating": "17", "cr": 17.0, "actions": [ { "name": "Multiattack", "desc": "Koschei makes two longsword attacks and one drain life attack." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.", "attack_bonus": 12, "damage_dice": "1d8" }, { "name": "Drain Life", "desc": "Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 11, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "Koschei 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. Koschei regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Attack", "desc": "Koschei makes one attack with his longsword." }, { "name": "Teleport", "desc": "Koschei teleports to an unoccupied space he can see within 40 feet." }, { "name": "Drain (2 actions)", "desc": "Koschei makes one attack with Drain Life." } ], "special_abilities": [ { "name": "Hidden Soul", "desc": "A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature." }, { "name": "Innate Spellcasting", "desc": "koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.\n\nat will: detect magic, phantom steed, scorching ray, sending\n\n3/day each: invisibility, magic missile, shield\n\n2/day each: animate objects, cone of cold, hypnotic pattern\n\n1/day each: disintegrate, meteor swarm, true polymorph" }, { "name": "Legendary Resistance (3/day)", "desc": "If Koschei fails a saving throw, he can choose to succeed instead." }, { "name": "Magic Weapons", "desc": "Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below)." }, { "name": "Koschei's Lair Actions", "desc": "on initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can't use the same effect two rounds in a row:\n\n- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it's created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escape from the whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.\n\n- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.\n\n- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei." }, { "name": "Regional Effects", "desc": "the region containing Koschei's lair is warped by Koschei's magic, which creates one or more of the following effects:\n\n- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.\n\n- Wind and snowstorms are common within 5 miles of the lair.\n\n- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster's class, or a magic item) and knows the direction to the caster.\n\nif Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days." } ], "spell_list": [], "page_no": 266, "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_koschei/" }, { "slug": "solar_bf", "desc": "", "name": "Solar", "size": "large", "type": "Celestial", "subtype": "Angel", "group": "Angels", "alignment": "", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 306, "hit_dice": "", "speed": { "walk": 50, "fly": 150 }, "strength": 26, "dexterity": 22, "constitution": 26, "intelligence": 38, "wisdom": 38, "charisma": 44, "strength_save": 8, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": 14, "wisdom_save": 14, "charisma_save": 17, "perception": 24, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Angelic Resilience", "damage_immunities": "necrotic,poison,poisoned,Angelic Resilience", "condition_immunities": "", "senses": "truesight 120 ft.", "languages": "all,telepathy 120 ft.", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Multiattack", "desc": "The solar makes three Greatsword or Holy Fire Bolt attacks. It can replace one attack with a use of Spellcasting. If two Greatsword or Holy Fire Bolt attacks hit one creature, the target must succeed on a DC 22 CON save or be blinded until the end of its next turn." }, { "name": "Greatsword", "desc": "_Melee Weapon Attack:_ +15 to hit, reach 5 ft., one target. _Hit:_ 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage." }, { "name": "Holy Fire Bolt", "desc": "_Ranged Spell Attack:_ +14 to hit, range 60 ft., one target. _Hit:_ 34 (6d8+7) radiant damage plus 14 (4d6) fire damage." }, { "name": "Healing Touch (4/Day)", "desc": "The solar touches another creature. The target magically regains 40 (8d8+4) HP and is freed from any curse, disease, poison, blindness, or deafness." }, { "name": "Spellcasting", "desc": "The solar casts one of the following spells, requiring no material components and using WIS as the spellcasting ability (spell save DC 22).<br>At will: _command_, _invisibility_ (self only)<br>3/day each: _greater restoration_, _resurrection_ (as an action)<br>1/day: _holy aura_" } ], "bonus_actions": [ { "name": "Celestial Tactics", "desc": "The solar uses one of the following tactics:\n- **Empower Strikes.** The solar sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has advantage on the next weapon attack roll it makes before the start of the solar's next turn. If that attack hits, the weapon deals an extra 7 (2d6) radiant damage.\n- **Inspire Resolve.** One friendly creature the solar can see within 30 feet of it gains 14 (4d6) temporary HP and becomes immune to the charmed and frightened conditions until the start of the solar's next turn, ending any effect currently causing the target to be charmed or frightened.\n- **Manipulate Battlefield.** The solar commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the solar's choice. This movement is unaffected by difficult terrain and doesn't provoke opportunity attacks." } ], "reactions": [], "legendary_desc": "The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The solar regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Teleport", "desc": "The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Searing Burst (Costs 2 Actions)", "desc": "The solar emits divine energy. Each creature of its choice within 10 feet of it must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one." }, { "name": "Intimidating Glare (Costs 3 Actions)", "desc": "The solar glares at up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 22 CHA save or be cowed until the end of its next turn. While cowed, a creature's speed is halved, and it can't look at the solar." } ], "special_abilities": [ { "name": "Angelic Resilience", "desc": "The solar is resistant to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to exhaustion and the charmed and frightened conditions." }, { "name": "Angelic Senses", "desc": "The solar can pinpoint the location of Aberrations, Celestials, Fiends, and Undead within 30 feet of it and knows if a place or object it can sense is consecrated or desecrated." }, { "name": "Angelic Weapons", "desc": "The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack)." }, { "name": "Divine Awareness", "desc": "The solar knows if it hears a lie." }, { "name": "Divine Protection", "desc": "Aberrations, Celestials, Fiends, and Undead have disadvantage on attack rolls against the solar." }, { "name": "Immortal Nature", "desc": "The solar doesn't require food, drink, or sleep." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the solar fails a save, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The solar has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_solar/" }, { "slug": "spirit_naga_bf", "desc": "", "name": "Spirit Naga", "size": "large", "type": "Monstrosity", "subtype": "", "group": "Nagas", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 166, "hit_dice": "", "speed": { "walk": 40 }, "strength": 18, "dexterity": 22, "constitution": 20, "intelligence": 16, "wisdom": 20, "charisma": 22, "strength_save": 4, "dexterity_save": 6, "constitution_save": 5, "intelligence_save": 3, "wisdom_save": 5, "charisma_save": 6, "perception": 15, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "necrotic,poison,charmed,poisoned", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Abyssal,Celestial,Common,Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The spirit naga makes two Bite or Spit Poison attacks. If both attacks hit one creature, the target must succeed on a DC 14 CON save or be poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 6 (1d4+4) piercing damage plus 5 (2d4) poison damage and 18 (4d8) necrotic damage." }, { "name": "Spit Poison", "desc": "_Ranged Weapon Attack:_ +6 to hit, range 20/60 ft., one target. _Hit:_ 10 (3d4+3) poison damage plus 18 (4d8) necrotic damage." }, { "name": "Spellcasting", "desc": "The spirit naga casts one of the following spells, requiring only verbal components and using CHA as the spellcasting ability (spell save DC 14).<br>At will: _command_, _mage hand_, _minor illusion_<br>3/day each: _augury_ (as an action), _charm_, _sleep_<br>2/day each: _bestow curse_, _hold_<br>1/day: _dominate_" } ], "bonus_actions": [ { "name": "Hidden Step", "desc": "The spirit naga magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Guardian Projection", "desc": "The spirit naga's skeletal form is covered with a magical illusion that makes it look like the guardian naga it was in life. The naga can use a bonus action to dismiss this illusion until the end of its next turn. The changes wrought by this illusion fail to hold up to physical inspection. For example, a creature touching the spirit naga would feel its rough, dry scales and exposed bones instead of the smooth, cool scales of a guardian naga. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 INT (Investigation) check to discern the spirit naga's true appearance." }, { "name": "Monstrosity Resilience", "desc": "The naga is resistant to exhaustion and to the frightened condition." }, { "name": "Necrotic Strikes", "desc": "The naga's weapon attacks are magical. When the naga hits with any weapon attack, the weapon deals an extra 4d8 necrotic damage (included in the attack)." }, { "name": "Rejuvenation", "desc": "If it dies, the naga returns to life in 1d6 days, regaining all its HP and becoming active again. Only a wish spell can prevent this trait from functioning." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_spirit-naga/" }, { "slug": "crimson_jelly_bf", "desc": "", "name": "Crimson Jelly", "size": "tiny", "type": "Ooze", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 20, "hit_dice": "", "speed": { "walk": 0, "fly": 60, "swim": 30, "hover": true }, "strength": 2, "dexterity": 18, "constitution": 10, "intelligence": 1, "wisdom": 10, "charisma": 8, "strength_save": -4, "dexterity_save": 4, "constitution_save": 0, "intelligence_save": -5, "wisdom_save": 0, "charisma_save": -1, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Ooze Resilience", "damage_immunities": "necrotic,grappled,Ooze Resilience", "condition_immunities": "", "senses": "keensense 10 ft. (can't sense beyond this radius)", "languages": "-", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Feeding Paddles", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 5 (1d6+2) necrotic damage. The crimson jelly gains temporary HP equal to the necrotic damage dealt, and it attaches to the target. If the jelly had advantage on this attack, it attaches to the target's face, leaving the target unable to breathe or speak while the jelly is attached.<br>While attached, the crimson jelly can use only the Feeding Paddles action, and it moves with the target whenever the target moves, requiring none of the jelly's movement. The Crimson jelly can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the jelly by succeeding on a DC 12 STR check." } ], "bonus_actions": [ { "name": "Reproduce (Requires Temporary HP)", "desc": "While the crimson jelly has 1 or more temporary HP, it can split part of itself off into a new crimson jelly with HP equal to the original crimson jelly's temporary HP. The original crimson jelly then loses any temporary HP it has. The new crimson jelly otherwise has all the same statistics as its parent, except the new jelly can't gain temporary HP from Feeding Paddles attacks until it finishes a long rest." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous", "desc": "The crimson jelly can move through space as narrow as 1 inch wide without squeezing." }, { "name": "Blood Sense", "desc": "The crimson jelly can pinpoint, by scent, the location of creatures that aren't Constructs or Undead and that don't have all of their HP within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." }, { "name": "Ooze Nature", "desc": "The crimson jelly doesn't require sleep." }, { "name": "Ooze Resilience", "desc": "The crimson jelly is resistant to the restrained condition, and it is immune to exhaustion and to the blinded, charmed, deafened, frightened, and prone conditions." }, { "name": "Tainted Attacks", "desc": "A creature that is reduced to 0 HP by a crimson jelly must succeed on a DC 9 CHA save or suffer one level of exhaustion. While a creature suffers from this exhaustion, it loses most of its memories aside from basic information about itself, such as its name and its capabilities, and it is wracked with nightmarish visions that include a crimson rune." }, { "name": "Transparent", "desc": "While in an area of dim or bright light, the crimson jelly is invisible. While in darkness, creatures without darkvision can see the jelly's faint crimson glow." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_crimson-jelly/" }, { "slug": "shadow_bf", "desc": "", "name": "Shadow", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 17, "hit_dice": "", "speed": { "walk": 40, "climb": 20 }, "strength": 6, "dexterity": 18, "constitution": 12, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": -2, "dexterity_save": 4, "constitution_save": 1, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -1, "perception": 10, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "necrotic,frightened,grappled,paralyzed,petrified,prone,restrained,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands the languages it knew in life but can't speak", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Strength Drain", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one creature. _Hit:_ 9 (2d6+2) necrotic damage, and the target's STR score is reduced by 1d4. The target dies if this reduces its STR to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a Humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later." } ], "bonus_actions": [ { "name": "Shadow Bond", "desc": "One creature the shadow can see within 5 feet of it must succeed on a DC 12 WIS save or the shadow bonds with the target's shadow for 1 minute. While bonded with the target's shadow, the shadow can use this bonus action to teleport to an unoccupied space within 5 feet of that creature, provided the creature is within 120 feet of the shadow." }, { "name": "Shadow Stealth", "desc": "The shadow takes the Hide action. It can use this bonus action only while in dim light or darkness." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous", "desc": "The shadow can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Spider Climb", "desc": "The shadow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Sunlight Weakness", "desc": "While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saves." }, { "name": "Undead Nature", "desc": "The shadow doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The shadow is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_shadow/" }, { "slug": "death_knight_bf", "desc": "", "name": "Death Knight", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "plate", "hit_points": 140, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 10, "constitution": 16, "intelligence": 12, "wisdom": 20, "charisma": 18, "strength_save": 4, "dexterity_save": 0, "constitution_save": 3, "intelligence_save": 1, "wisdom_save": 5, "charisma_save": 4, "perception": 15, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "", "damage_immunities": "necrotic,frightened,Undead Resilience", "condition_immunities": "", "senses": "darkvision 90 ft.", "languages": "Common", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The death knight makes three Greatsword or Necrotic Bolt attacks." }, { "name": "Greatsword", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage and 7 (2d6) necrotic damage." }, { "name": "Necrotic Bolt", "desc": "_Ranged Spell Attack:_ +7 to hit, range 60 ft., one target. _Hit:_ 18 (4d6+4) necrotic damage." } ], "bonus_actions": [ { "name": "Champion's Challenge", "desc": "The death knight challenges one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or have disadvantage on attack rolls against creatures that aren't the knight until the end of its next turn." } ], "reactions": [ { "name": "Parry", "desc": "The death knight adds 3 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon." }, { "name": "Soul Drain", "desc": "When the death knight reduces a Humanoid to 0 HP, it can absorb the creature's soul. The target must succeed on a DC 15 WIS save or immediately die, its soul becoming trapped in the death knight's sword. The death knight has advantage on attack rolls for 1 minute after absorbing a soul.<br>The creature can't be restored to life until the death knight is permanently destroyed." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Disgraced Rejuvenation", "desc": "Unless redeemed, a destroyed death knight returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died." }, { "name": "Magic Resistance", "desc": "The death knight has advantage on saves against spells and other magical effects." }, { "name": "Undead Nature", "desc": "The death knight doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The death knight is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_death-knight/" }, { "slug": "husk_demon_bf", "desc": "", "name": "Husk Demon", "size": "medium", "type": "Fiend", "subtype": "Demon", "group": "Demons", "alignment": "", "armor_class": 15, "armor_desc": null, "hit_points": 82, "hit_dice": "", "speed": { "walk": 40, "fly": 25 }, "strength": 12, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 8, "charisma": 4, "strength_save": 1, "dexterity_save": 5, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": -1, "charisma_save": -3, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Demonic Resilience", "damage_immunities": "necrotic,exhaustion,prone,Demonic Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Abyssal,Void Speech,telepathy 60 ft.", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The husk demon makes two Life Drain attacks." }, { "name": "Life Drain", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one creature. _Hit:_ 7 (1d8+3) slashing damage plus 9 (2d8) necrotic damage, and the husk demon regains HP equal to half the necrotic damage dealt. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creatures finishes a long rest. The target dies if this effect reduces its HP maximum to 0." } ], "bonus_actions": [ { "name": "Soul Feed", "desc": "The husk demon feasts on the light in the soul of up to two creatures it can see within 20 feet of it, causing one of the following effects. Each target must succeed on a DC 15 CHA save or suffer the chosen effect. A creature that fails the save against Soul Feed two rounds in a row suffers one level of exhaustion.\n- **Happiness Feast.** The husk demon feasts on the target's happiness, causing the target to become crestfallen. The target has disadvantage on attack rolls until the end of its next turn.\n- **Hope Feast.** The husk demon feasts on the target's hope, causing the target to become despondent. The target has disadvantage on saves until the end of its next turn.\n- **Motivation Feast.** The husk demon feasts on the target's motivation, causing the target to lose its ambitions and become apathetic. The target's speed is halved until the end of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous", "desc": "The husk demon can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Demonic Resilience", "desc": "The husk demon is resistant to cold, fire, and lightning damage. In addition, it is immune to poison damage and to the poisoned condition." }, { "name": "Magic Resistance", "desc": "The husk demon has advantage on saves against spells and other magical effects." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_husk-demon/" }, { "slug": "specter_bf", "desc": "", "name": "Specter", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 27, "hit_dice": "", "speed": { "walk": 0, "fly": 50, "hover": true }, "strength": 1, "dexterity": 14, "constitution": 10, "intelligence": 10, "wisdom": 10, "charisma": 14, "strength_save": -5, "dexterity_save": 2, "constitution_save": 0, "intelligence_save": 0, "wisdom_save": 0, "charisma_save": 2, "perception": 10, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,unconscious,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands the languages it knew in life but can't speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Life Drain", "desc": "Melee Spell Attack: +4 to hit, reach 5 ft., one creature. _Hit:_ 12 (3d6+2) necrotic damage. The target must succeed on a DC 12 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0." } ], "bonus_actions": [], "reactions": [ { "name": "Retributive Shriek", "desc": "When the specter takes damage from a creature it can see within 30 feet of it, the specter can shriek with the fury of its tormented existence. That creature must succeed on a DC 12 WIS save or be frightened until the end of its next turn." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the specter has disadvantage on attack rolls, and its Perception is 5 when perceiving by sight." }, { "name": "Undead Nature", "desc": "The specter doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The specter is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_specter/" }, { "slug": "wraith_bf", "desc": "", "name": "Wraith", "size": "medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 14, "armor_desc": null, "hit_points": 85, "hit_dice": "", "speed": { "walk": 0, "fly": 60, "hover": true }, "strength": 6, "dexterity": 18, "constitution": 16, "intelligence": 12, "wisdom": 14, "charisma": 14, "strength_save": -2, "dexterity_save": 4, "constitution_save": 3, "intelligence_save": 1, "wisdom_save": 2, "charisma_save": 2, "perception": 12, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid,cold,fire,lightning,thunder; bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "necrotic,charmed,grappled,paralyzed,petrified,prone,restrained,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The wraith makes two Life Drain attacks." }, { "name": "Life Drain", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one creature. _Hit:_ 18 (4d6+4) necrotic damage. The target must succeed on a DC 15 CON save or its HP maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its HP maximum to 0." }, { "name": "Create Specter", "desc": "The wraith targets one Humanoid it can see within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a **specter** in the space of its corpse or in the nearest unoccupied space. The **specter** is under the wraith's control. The wraith can have no more than seven specters under its control at one time." } ], "bonus_actions": [ { "name": "Trail of Death (Recharge 4-6)", "desc": "The wraith moves up to 30 feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must succeed on a DC 15 DEX save or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes 3 (1d6) necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP." } ], "reactions": [ { "name": "Unravel Life", "desc": "When a creature the wraith can see within 30 feet of it and that isn't a Construct or Undead regains HP, the wraith can corrupt the healing energies, halving the amount of healing that creature receives." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wraith has disadvantage on attack rolls, and its Perception is 7 when perceiving by sight." }, { "name": "Undead Nature", "desc": "The wraith doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The wraith is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_wraith/" }, { "slug": "mummy_bf", "desc": "", "name": "Mummy", "size": "medium", "type": "Undead", "subtype": "", "group": "Mummies", "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 80, "hit_dice": "", "speed": { "walk": 20 }, "strength": 16, "dexterity": 8, "constitution": 16, "intelligence": 6, "wisdom": 14, "charisma": 12, "strength_save": 3, "dexterity_save": -1, "constitution_save": 3, "intelligence_save": -2, "wisdom_save": 2, "charisma_save": 1, "perception": 12, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning,piercing,and slashing damage from nonmagical attacks", "damage_immunities": "necrotic,charmed,frightened,paralyzed,Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mummy makes two Rotting Fist attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a DC 13 CON save or be cursed with mummy rot (see the Mummy Rot sidebar)." }, { "name": "Rotting Fist", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 7 (1d8+3) bludgeoning damage plus 7 (2d6) necrotic damage." } ], "bonus_actions": [ { "name": "Dreadful Glare", "desc": "The mummy glares at one creature it can see within 60 feet of it. The target must succeed on a DC 13 WIS save or be frightened until the end of its next turn. If the target fails the save by 5 or more, it is also paralyzed for the same duration." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Undead Nature", "desc": "The mummy doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The mummy is immune to poison damage, to exhaustion, and to the poisoned condition." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_mummy/" }, { "slug": "blood-elemental", "desc": "", "name": "Blood Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 30 }, "strength": 16, "dexterity": 13, "constitution": 18, "intelligence": 5, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "poison", "damage_resistances": "acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, psychic", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Primordial", "challenge_rating": "5", "cr": 5.0, "actions": [ { "desc": "The elemental makes two slam attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "2d8+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "name": "Slam" }, { "desc": "Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) necrotic damage and, if it is Large or smaller, it is grappled (escape DC 13). A grappled creature is restrained and unable to breathe. If the saving throw is successful, the creature is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time.\n\nAt the start of the elemental's turn, each target grappled by it takes 10 (3d6) necrotic damage. A creature within 5 feet of the elemental can use its action to make a DC 15 Strength check, freeing a grappled creature on a success. When Blood Drain deals 30 or more necrotic damage, the elemental grows in size as though affected by an enlarge/reduce spell. This increase in size lasts until the blood elemental finishes a long rest.", "name": "Blood Drain (Recharge 4-6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Each time the elemental takes cold damage, its speed is reduced by 10 feet until the end of its next turn.", "name": "Coagulate" }, { "desc": "If the blood elemental becomes entirely submerged in water, it dissipates and dies instantly.", "name": "Destroyed by Water" }, { "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.", "name": "Liquid Form" } ], "spell_list": [], "page_no": 138, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_blood-elemental/" }, { "slug": "rusalka", "desc": "_A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough._ \nWhen a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit. \n**Near Water.** Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them. \n**Songs and Poetry.** Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown. \n**Lover’s Walks.** A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom. \n**Undead Nature.** A rusalka doesn’t require air, food, drink, or sleep.", "name": "Rusalka", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 88, "hit_dice": "16d8+16", "speed": { "walk": 30, "swim": 40 }, "strength": 17, "dexterity": 13, "constitution": 12, "intelligence": 11, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison; piercing and slashing from nonmagical attacks", "condition_immunities": "charmed, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Breathless Kiss", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.", "attack_bonus": 6, "damage_dice": "0" }, { "name": "Drowning Hair (1/Day)", "desc": "The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Withered Tresses", "desc": "If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed." }, { "name": "Innate Spellcasting", "desc": "the rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:\n\nat will: control water, suggestion, tongues, water walk (can be ended freely at will)\n\n1/day: dominate person" }, { "name": "Watery Camouflage", "desc": "In dim light or darkness, a rusalka that's underwater is invisible." } ], "spell_list": [], "page_no": 331, "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_rusalka/" }, { "slug": "bone-lord", "desc": "", "name": "Bone Lord", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 285, "hit_dice": "30d12+90", "speed": { "walk": 40 }, "strength": 21, "dexterity": 15, "constitution": 16, "intelligence": 14, "wisdom": 18, "charisma": 18, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": 1, "charisma_save": 1, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning", "damage_immunities": "necrotic, poison; nonmagic bludgeoning, piercing, and slashing attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 90', passive Perception 20 ", "languages": "Common", "challenge_rating": "19", "cr": 19.0, "actions": [ { "name": "Multiattack", "desc": "Four Claws. Can replace one with one Tail attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +11 to hit, 10 ft., one target, 14 (2d8+5) slashing damage + 9 (2d8) necrotic and target is grappled (escape DC 19). Until grapple ends target is restrained. Has 4 claws each can grapple only 1 target." }, { "name": "Sovereign's Onslaught", "desc": "Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks." }, { "name": "Sovereign's Reprisal", "desc": "Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction." }, { "name": "Call Servants (2)", "desc": "Uses Servants of Death." }, { "name": "Fling (2)", "desc": "Uses Fling." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "Sovereign's Onslaught", "desc": "Commands up to four friendly Undead it can see within 60' of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks." }, { "name": "Sovereign's Reprisal", "desc": "Commands one friendly Undead within 30' to attack. Target can make one weapon attack as reaction." }, { "name": "Call Servants (2)", "desc": "Uses Servants of Death." }, { "name": "Fling (2)", "desc": "Uses Fling." } ], "special_abilities": [ { "name": "Death-Infused Weapons", "desc": "Weapon attacks are magical. When it hits with any weapon deals extra 2d8 necrotic (included below)." }, { "name": "Legendary Resistance (3/Day)", "desc": "Choose to succeed failed save." }, { "name": "Master Tactician", "desc": "It and any friendly Undead within 60' of it have advantage on attack rolls vs. a creature if at least one of the Undead's allies is within 5 ft. of the creature and ally isn't incapacitated." }, { "name": "Rejuvenation", "desc": "As long as at least one of its bones remains a destroyed bone lord gathers a new body in 1d10 days regaining all its hp and becoming active again. New body appears within 5 ft. of the largest remaining bone from its body." }, { "name": "Turning", "desc": "[+]Defiance[/+] It and any Undead within 60' of it: advantage on saves vs. effects that turn Undead." }, { "name": "Undead Nature", "desc": "Doesn't require air food drink or sleep." }, { "name": "Tail", "desc": "Melee Weapon Attack: +11 to hit, 15 ft., one target, 16 (2d10+5) bludgeoning damage + 9 (2d8) necrotic. Target: DC 19 Str save or be pushed up to 15 ft. away from bone lord." }, { "name": "Fling", "desc": "One Med or smaller object held or creature grappled by bone lord is thrown up to 60' in a random direction and knocked prone. If a thrown target strikes a solid surface target takes 3 (1d6) bludgeoning damage for every 10 ft. it was thrown. If target is thrown at another creature that creature: DC 19 Dex save or take the same damage and be knocked prone." }, { "name": "Servants of Death", "desc": "The bone lord magically calls 3d6 skeletons or zombies 2d4 ghouls or 2 wights. Called creatures arrive in 1d4 rounds acting as allies of bone lord and obeying its spoken commands. The Undead remain for 1 hr until bone lord dies or until bone lord dismisses them as a bonus action. Bone lord can have any number of Undead under its control at one time provided combined total CR of the Undead is no higher than 8." }, { "name": "Pattern of Death (Recharge 6)", "desc": "Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30' of it: 54 (12d8) necrotic (DC 19 Con half). Each friendly Undead within 30' of the bone lord including the bone lord regains hp equal to half the single highest amount of necrotic dealt." } ], "spell_list": [], "page_no": 65, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_bone-lord/" }, { "slug": "lich-a5e", "desc": "", "name": "Lich", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 18, "armor_desc": "", "hit_points": 170, "hit_dice": "20d8+80", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 18, "intelligence": 20, "wisdom": 16, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 11, "intelligence_save": 12, "wisdom_save": 10, "charisma_save": null, "perception": null, "skills": { "arcana": 12, "history": 12, "insight": 10, "perception": 10, "religion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "cold, lightning", "damage_immunities": "necrotic, poison; damage from nonmagical weapons", "condition_immunities": "charmed, fatigue, frightened, paralyzed, poisoned", "senses": "truesight 120 ft., passive Perception 20", "languages": "any six", "challenge_rating": "21", "cr": 21.0, "actions": [ { "name": "Paralyzing Touch", "desc": "Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) cold damage. The target makes a DC 18 Constitution saving throw. On a failure it is paralyzed until the end of its next turn." }, { "name": "Arc Lightning", "desc": "The lich targets up to 3 creatures within 60 feet. Each target makes a DC 18 Dexterity saving throw. On a failure the target takes 28 (8d6) lightning damage." }, { "name": "Fire Bolt (Cantrip; S)", "desc": "Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage." }, { "name": "Thunderwave (1st-Level; S)", "desc": "Thunder rolls from the lich in a 15-foot cube. Each creature in the area makes a DC 20 Constitution saving throw. On a failure a creature takes 9 (2d8) thunder damage and is pushed 10 feet from the lich. On a success a creature takes half damage and is not pushed." }, { "name": "Blur (2nd-Level; V, Concentration)", "desc": "The lichs form is blurred. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight)." }, { "name": "Fireball (3rd-Level; S, M)", "desc": "Fire streaks from the lich to a point within 120 feet and explodes in a 20-foot radius spreading around corners. Each creature in the area makes a DC 20 Dexterity saving throw taking 21 (6d6) fire damage on a failed save or half damage on a success." }, { "name": "Confusion (4th-Level; S, M, Concentration)", "desc": "Each creature within 10 feet of a point the lich can see within 120 feet makes a DC 20 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 and can repeat the saving throw at the end of each of its turns ending the effect on itself on a success." }, { "name": "Disintegrate (6th-Level; S, M)", "desc": "The lich disintegrates a target within 60 feet. A Large or smaller nonmagical object or creation of magical force or a 10-foot-cube section thereof is automatically destroyed. A creature makes a DC 20 Dexterity saving throw taking 75 (10d6 + 40) force damage on a failed save. If reduced to 0 hit points the creature and its nonmagical gear are disintegrated and the creature can be restored to life only with true resurrection or wish." }, { "name": "Finger of Death (7th-Level; S)", "desc": "A creature within 60 feet makes a DC 20 Constitution saving throw taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a zombie under the lichs control at the start of the lichs next turn." }, { "name": "Power Word Stun (8th-Level; V)", "desc": "The lich targets a creature within 60 feet. If the target has more than 150 hit points it is rattled until the end of its next turn. Otherwise it is stunned. It can make a DC 20 Constitution saving throw at the end of each of its turns ending the effect on a success." } ], "bonus_actions": [ { "name": "Eldritch Aura", "desc": "The lich surrounds itself with a magical, rune-covered, glowing, translucent aura in a 10-foot radius. The aura moves with the lich and casts dim light inside its area. The aura disappears at the beginning of the lichs next turn." }, { "name": "Death Aura", "desc": "The aura casts purple light. Each living creature that ends its turn inside the aura takes 17 (5d6) necrotic damage, and the lich regains the same number of hit points." }, { "name": "Shield Aura", "desc": "The aura casts orange light. It has 35 hit points. Whenever the lich would take damage, the aura takes the damage instead, and the aura visibly weakens. If the damage reduces the aura to 0 hit points, the aura disappears, and the lich takes any excess damage." }, { "name": "Spell Shield Aura", "desc": "The aura casts blue light. Any spell cast with a 5th-level or lower spell slot from outside the aura can't affect anything inside the aura. Using a spell to target something inside the aura or include the auras space in an area has no effect on anything inside." } ], "reactions": [ { "name": "Sabotage Spell", "desc": "When a creature within 60 feet casts a spell that targets the lich, the lich attempts to interrupt it. The lich makes an Intelligence check against a DC of 10 + the spells level. On a success, the spell fails, and the caster takes 10 (3d6) necrotic damage." }, { "name": "Shield (1st-Level; V", "desc": "When the lich is hit by an attack or targeted by magic missile, it gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the beginning of its next turn." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The lich 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": "Cast Spell", "desc": "The lich casts cantrip or a 1st-level spell. The lich can use 2 legendary actions to cast a 2nd-level spell or 3 legendary actions to cast a 3rd-level spell." }, { "name": "Paralyzing Touch (Costs 2 Actions)", "desc": "The lich uses Paralyzing Touch." }, { "name": "Arc Lightning (Costs 3 Actions)", "desc": "The lich uses Arc Lightning." } ], "special_abilities": [ { "name": "Legendary Resistance (3/Day)", "desc": "The lichs body or vestments are warded with three protective runes. When the lich fails a saving throw, it can choose to succeed instead. When it does so, one of its protective runes disappears." }, { "name": "Rejuvenation", "desc": "If it has a soul vessel, a destroyed lich gains a new body in 1d10 days, regaining all its hit points. The new body forms within 10 feet of the soul vessel." }, { "name": "Tongueless Utterance", "desc": "Unless a spell has only a vocal component, the lich can cast the spell without providing a vocal component." }, { "name": "Turn Resistance", "desc": "The lich has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "A lich doesnt require air, sustenance, or sleep." }, { "name": "Spellcasting", "desc": "The lich is a 16th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20\n +12 to hit with spell attacks). The lich has the following wizard spells prepared:\n Cantrips (at will): fire bolt\n mage hand\n prestidigitation\n 1st-level (4 slots): detect magic\n shield\n silent image\n thunderwave\n 2nd-level (3 slots): blur\n detect thoughts\n locate object\n 3rd-level (3 slots): animate dead\n dispel magic\n fireball\n 4th-level (3 slots): confusion\n dimension door\n 5th-level (2 slots): geas\n scrying\n 6th-level (1 slot): create undead\n disintegrate\n 7th-level (1 slot): finger of death\n teleport\n 8th-level (1 slot): power word stun" } ], "spell_list": [], "page_no": 306, "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_lich/" }, { "slug": "mummy-lord-a5e", "desc": "", "name": "Mummy Lord", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "", "hit_points": 221, "hit_dice": "26d8+104", "speed": { "walk": 30 }, "strength": 18, "dexterity": 10, "constitution": 18, "intelligence": 12, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": 6, "wisdom_save": 9, "charisma_save": 8, "perception": null, "skills": { "history": 6, "religion": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison; damage from nonmagical weapons", "condition_immunities": "charmed, fatigue, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mummy lord uses Dreadful Glare and then attacks with its rotting fist." }, { "name": "Dreadful Glare (Gaze)", "desc": "The mummy lord targets a creature within 60 feet. The target makes a DC 16 Wisdom saving throw. On a failure it is magically frightened until the end of the mummy lords next turn. If the target fails the save by 5 or more it is paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of mummies and mummy lords for 24 hours." }, { "name": "Rotting Fist", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature it makes a DC 17 Constitution saving throw. On a failure it is cursed with Mummy Rot." }, { "name": "Dispel Magic (3rd-Level; V, S)", "desc": "The mummy lord scours the magic from one creature object or magical effect it can see within 120 feet. A spell ends if it was cast with a 3rd-level or lower spell slot. For spells using a 4th-level or higher spell slot the mummy lord makes a Wisdom ability check (DC 10 + the spells level) for each one ending the effect on a success." }, { "name": "Guardian of Faith (4th-Level; V)", "desc": "A Large indistinct spectral guardian appears within an unoccupied space within 30 feet and remains for 8 hours. Creatures of the mummy lords choice that move to a space within 10 feet of the guardian for the first time on a turn make a DC 17 Dexterity saving throw taking 20 radiant or necrotic damage (mummy lords choice) on a failed save or half damage on a success. The spell ends when the guardian has dealt 60 total damage." }, { "name": "Contagion (5th-Level; V, S)", "desc": "Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: The target contracts a flesh-rotting disease. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage. The target makes a DC 17 Constitution saving throw at the end of each of its turns. After 3 failures the target stops making saving throws and the disease lasts for 7 days. After 3 successes the effect ends." }, { "name": "Harm (6th-Level; V, S)", "desc": "The mummy lord targets a creature within 60 feet. The target makes a DC 17 Constitution saving throw. On a failure the creature is diseased taking 49 (14d6) necrotic damage. Its hit point maximum is reduced by the same amount for 1 hour or until the effect is removed with a spell that removes diseases. On a successful save the creature takes half the damage. The spells damage can't reduce a target to less than 1 hit point." } ], "bonus_actions": null, "reactions": [ { "name": "Blasphemous Counterspell", "desc": "When the mummy lord is targeted by a spell using a 4th-level or lower spell slot, the attacker makes a DC 16 Constitution saving throw. On a failure, the spell is wasted, and the caster takes 3 (1d6) necrotic damage per level of the spell slot." } ], "legendary_desc": "", "legendary_actions": [ { "name": "The mummy lord 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": "Channel Negative Energy", "desc": "A 60-foot-radius aura of magical negative energy surrounds the mummy lord until the end of its next turn, spreading around corners. Creatures in the aura can't regain hit points." }, { "name": "Whirlwind of Sand", "desc": "The mummy lord, along with its equipment, magically transforms into a whirlwind of sand and moves up to 60 feet without provoking opportunity attacks, and then reverts to its normal form." }, { "name": "Attack (Costs 2 Actions)", "desc": "The mummy lord uses Dreadful Glare or attacks with its rotting fist." }, { "name": "Blasphemous Word (Costs 2 Actions)", "desc": "Each non-undead creature within 10 feet of the mummy lord that can hear its magical imprecation makes a DC 16 Constitution saving throw. On a failure, a creature is stunned until the end of the mummy lords next turn." }, { "name": "Dispel Magic (Costs 2 Actions)", "desc": "The mummy lord casts dispel magic." } ], "special_abilities": [ { "name": "Curse: Mummy Rot", "desc": "A mummys touch inflicts a dreadful curse called mummy rot. A cursed creature can't regain hit points, and its hit point maximum decreases by an amount equal to the creatures total number of Hit Dice for every 24 hours that elapse. If this curse reduces the targets hit point maximum to 0, the target dies and crumbles to dust. Remove curse and similar magic ends the curse." }, { "name": "Flammable", "desc": "After taking fire damage, the mummy lord catches fire and takes 11 (2d10) ongoing fire damage if it isnt already suffering ongoing fire damage. A creature can use an action or legendary action to extinguish this fire." }, { "name": "Legendary Resistance (1/Day)", "desc": "If the mummy lord fails a saving throw while wearing its scarab amulet, it can choose to succeed instead. When it does so, the scarab amulet shatters. The mummy lord can create a new amulet when it finishes a long rest." }, { "name": "Magic Resistance", "desc": "The mummy lord has advantage on saving throws against spells and magical effects." }, { "name": "Rejuvenation", "desc": "If its heart is intact, a destroyed mummy lord gains a new body in 1d4 days, regaining all its hit points. The new body forms within 10 feet of the heart." }, { "name": "Spellcasting", "desc": "The mummy lord is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17\n +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared\n which it can cast without material components:\n Cantrips (at will): guidance\n thaumaturgy\n 1st-level (4 slots): create or destroy water\n detect magic\n 2nd-level (3 slots): augury\n gentle repose\n 3rd-level (3 slots): animate dead\n dispel magic\n 4th-level (3 slots): divination\n guardian of faith\n 5th-level (2 slots): contagion\n 6th-level (1 slot): harm" } ], "spell_list": [], "page_no": 339, "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_mummy-lord/" }, { "slug": "onyx-magistrate", "desc": "This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair._ \n**Grand Sculptures.** Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment. \n**Judge, Jury, and Executioner.** Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a Open Game License", "name": "Onyx Magistrate", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 123, "hit_dice": "13d10+52", "speed": { "fly": 30, "walk": 0, "hover": true }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 16, "wisdom": 20, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": { "insight": 8, "intimidation": 8, "perception": 8, "persuasion": 8, "religion": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, psychic", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 18", "languages": "Common, Infernal", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The onyx magistrate makes three scepter attacks. Alternatively, it can use Necrotic Ray twice." }, { "name": "Scepter", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 7, "damage_dice": "2d10+4" }, { "name": "Necrotic Ray", "desc": "Ranged Spell Attack: +8 to hit, range 30/120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage.", "attack_bonus": 8, "damage_dice": "3d8+4" }, { "name": "Dire Judgement (1/Day)", "desc": "Each creature of the onyx magistrate's choice that is within 30 feet of the magistrate and aware of it must succeed on a DC 16 Wisdom saving throw or be cursed with dire judgment. While cursed in this way, the creature can't regain hp by magical means, though it can still regain hp from resting and other nonmagical means. In addition, when a cursed creature makes an attack roll or a saving throw, it must roll a d4 and subtract the number from the attack roll or saving throw. The curse lasts until it is lifted by a remove curse spell or similar magic." } ], "bonus_actions": null, "reactions": [ { "name": "Tip the Scales (Recharge 5-6)", "desc": "The onyx magistrate adds 3 to its AC against one attack that would hit it. Alternatively, the onyx magistrate succeeds on a saving throw it failed." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The onyx magistrate is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The onyx magistrate has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The onyx magistrate's weapon attacks are magical." } ], "spell_list": [], "page_no": 276, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_onyx-magistrate/" }, { "slug": "grimjester-tob1-2023", "desc": "False", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8 + 64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 17, "skills": { "Acrobatics": 10, "Deception": 9, "Perception": 7, "Performance": 9, "Sleight of Hand": 10, "Stealth": 10 }, "damage_vulnerabilities": "False", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 120 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Necrotic Claw", "desc": "Melee Spell Attack: +9 to hit, range 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage." }, { "name": "Killing Joke", "desc": "The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall prone in a fit of laughter, becoming incapacitated and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The incapacitated target can repeat the saving throw at the end of each of its turns, taking 14 (4d6) necrotic damage on a failed save or ending the effect on itself on a success." }, { "name": "Spellcasting", "desc": "The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: disguise self, grease\n3/day each: magic mouth (as an action), mirror image\n1/day each: mislead, seeming" } ], "bonus_actions": [ { "name": "Joker's Shuffle (Recharge 6)", "desc": "The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a DC 19 Intelligence (Investigation) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in 1d20 days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the grim jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The grim jester has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "The grim jester doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 224, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_grim-jester/" }, { "slug": "mummy-lord", "desc": "", "name": "Mummy Lord", "size": "Medium", "type": "Undead", "subtype": "", "group": "Mummies", "alignment": "lawful evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "13d8+39", "speed": { "walk": 20 }, "strength": 18, "dexterity": 10, "constitution": 17, "intelligence": 11, "wisdom": 18, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": 5, "wisdom_save": 9, "charisma_save": 8, "perception": null, "skills": { "history": 5, "religion": 5 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "15", "cr": 15.0, "actions": [ { "name": "Multiattack", "desc": "The mummy can use its Dreadful Glare and makes one attack with its rotting fist." }, { "name": "Rotting Fist", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.", "attack_bonus": 9, "damage_dice": "3d6+6d6", "damage_bonus": 4 }, { "name": "Dreadful Glare", "desc": "The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The mummy lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mummy lord regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Attack", "desc": "The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare." }, { "name": "Blinding Dust", "desc": "Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn." }, { "name": "Blasphemous Word (Costs 2 Actions)", "desc": "The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn." }, { "name": "Channel Negative Energy (Costs 2 Actions)", "desc": "The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn." }, { "name": "Whirlwind of Sand (Costs 2 Actions)", "desc": "The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession." } ], "special_abilities": [ { "name": "Magic Resistance", "desc": "The mummy lord has advantage on saving throws against spells and other magical effects." }, { "name": "Rejuvenation", "desc": "A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart." }, { "name": "Spellcasting", "desc": "The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:\n\n* Cantrips (at will): sacred flame, thaumaturgy\n* 1st level (4 slots): command, guiding bolt, shield of faith\n* 2nd level (3 slots): hold person, silence, spiritual weapon\n* 3rd level (3 slots): animate dead, dispel magic\n* 4th level (3 slots): divination, guardian of faith\n* 5th level (2 slots): contagion, insect plague\n* 6th level (1 slot): harm" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/sacred-flame/?format=api", "https://api-beta.open5e.com/v2/spells/thaumaturgy/?format=api", "https://api-beta.open5e.com/v2/spells/command/?format=api", "https://api-beta.open5e.com/v2/spells/guiding-bolt/?format=api", "https://api-beta.open5e.com/v2/spells/shield-of-faith/?format=api", "https://api-beta.open5e.com/v2/spells/hold-person/?format=api", "https://api-beta.open5e.com/v2/spells/silence/?format=api", "https://api-beta.open5e.com/v2/spells/spiritual-weapon/?format=api", "https://api-beta.open5e.com/v2/spells/animate-dead/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-magic/?format=api", "https://api-beta.open5e.com/v2/spells/divination/?format=api", "https://api-beta.open5e.com/v2/spells/guardian-of-faith/?format=api", "https://api-beta.open5e.com/v2/spells/contagion/?format=api", "https://api-beta.open5e.com/v2/spells/insect-plague/?format=api", "https://api-beta.open5e.com/v2/spells/harm/?format=api" ], "page_no": 334, "environments": [ "Temple", "Desert", "Shadowfell", "Ruin", "Tomb" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_mummy-lord/" }, { "slug": "grim-jester", "desc": "_A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality._ \n**Amusing Death.** When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. \n**Grisly Humor.** A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” \nA grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. \n**Randomness.** Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. \n**Undead Nature.** A grim jester doesn’t require air, food, drink, or sleep.", "name": "Grim Jester", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d8+64", "speed": { "walk": 30 }, "strength": 14, "dexterity": 22, "constitution": 18, "intelligence": 16, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 10, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 9, "perception": 7, "skills": { "acrobatics": 10, "deception": 9, "perception": 7, "performance": 9, "stealth": 10 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 17", "languages": "Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Joker's Shuffle (recharge 6)", "desc": "The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17)." }, { "name": "Killing Joke (recharge 6)", "desc": "The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic." } ], "bonus_actions": null, "reactions": [ { "name": "Ridicule Hope (recharge 4-6)", "desc": "When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:\n\nat will: disguise self, grease, inflict wounds, magic mouth, misty step\n\n3/day each: contagion, mirror image\n\n1/day each: delayed blast fireball, finger of death, mislead, seeming" }, { "name": "Last Laugh", "desc": "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing." }, { "name": "Mock the Dying", "desc": "Death saving throws made within 60 feet of the jester have disadvantage." }, { "name": "Turn Resistance", "desc": "The jester has advantage on saving throws against any effect that turns undead." } ], "spell_list": [], "page_no": 240, "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_grim-jester/" }, { "slug": "black-shuck", "desc": "", "name": "Black Shuck", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 157, "hit_dice": "15d10+75", "speed": { "walk": 50 }, "strength": 19, "dexterity": 16, "constitution": 21, "intelligence": 14, "wisdom": 17, "charisma": 15, "strength_save": 8, "dexterity_save": 7, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning", "damage_immunities": "necrotic, poison; bludgeoning, piercing or slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "charmed, frightened", "senses": "darkvision 90', truesight 60', passive Perception 13", "languages": "understands Abyssal and Common but can't speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "Three Bites and can use Curse of the Grave or Fearsome Howl if available. If 2+ Bites hit a Med or smaller target black shuck sinks in its teeth shaking head violently. Target: DC 17 Str save or 7 (2d6) slashing damage and be thrown up to 15 ft. in random direction and knocked prone." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, 5 ft., one target, 13 (2d8+4) piercing damage and 10 (3d6) necrotic." }, { "name": "Curse of the Grave", "desc": "Glares at one creature it can see within 30' of it. Target: DC 17 Wis save or be cursed: disadvantage on next two death saves it makes in the next 7 days. Curse lasts until cursed creature has made two death saves until 7 days have passed or until it is lifted by a remove curse spell or similar magic." }, { "name": "Fearsome Howl (Recharge 5-6)", "desc": "Howls a haunting tune. Each creature within 60' and can hear it: frightened until the end of its next turn (DC 17 Wis negates). A frightened creature concentrating on a spell must make DC 17 Con save or it loses concentration." } ], "bonus_actions": [ { "name": "Mist Stalker", "desc": "In dim light fog or mist it takes the Hide action." } ], "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Frenzy", "desc": "Has advantage on attack rolls vs. any creature that doesn't have all its hp." }, { "name": "Keen Hearing and Smell", "desc": "Has advantage on Wis (Perception) checks that rely on hearing or smell." }, { "name": "Water Walker", "desc": "Can move across the surface of water as if it were harmless solid ground. This otherwise works like the water walk spell." } ], "spell_list": [], "page_no": 59, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_black-shuck/" }, { "slug": "living-star", "desc": "", "name": "Living Star", "size": "Huge", "type": "Celestial", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d12+90", "speed": { "fly": 60, "walk": 0 }, "strength": 24, "dexterity": 22, "constitution": 21, "intelligence": 21, "wisdom": 19, "charisma": 22, "strength_save": null, "dexterity_save": 12, "constitution_save": 11, "intelligence_save": null, "wisdom_save": 10, "charisma_save": null, "perception": 10, "skills": { "acrobatics": 12, "insight": 10, "perception": 10, "persuasion": 12 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, radiant", "condition_immunities": "charmed, frightened, poisoned, stunned", "senses": "truesight 120 ft., passive Perception 20", "languages": "Celestial, Common", "challenge_rating": "19", "cr": 19.0, "actions": [ { "desc": "The living star makes three starflare attacks. It can use its Silvered Ray in place of one starflare attack.", "name": "Multiattack" }, { "attack_bonus": 13, "damage_dice": "3d8+7", "desc": "Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 14 (4d6) radiant damage.", "name": "Starflare" }, { "attack_bonus": 12, "damage_dice": "4d10+6", "desc": "Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit: 28 (4d10 + 6) radiant damage, and the target must succeed on a DC 19 Charisma saving throw or be stunned until the end of its next turn.", "name": "Silvered Ray" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The living star has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "As a bonus action, the living star can change its size. This trait works like the enlarge/reduce spell, except it deals 2d4 extra damage when enlarged and 2d4 less damage when reduced.", "name": "Resize" }, { "desc": "A creature that starts its turn within 30 feet of the living star must make a DC 19 Intelligence saving throw. On a failed save, the creature is blinded for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living star's Starshine for the next 24 hours.", "name": "Starshine" }, { "desc": "When a living star dies, it erupts, and each creature within 30 feet of it must make a DC 19 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.", "name": "Supernova" } ], "spell_list": [], "page_no": 256, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_living-star/" }, { "slug": "monkey-king", "desc": "", "name": "Monkey King", "size": "Medium", "type": "Celestial", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 262, "hit_dice": "25d8+150", "speed": { "fly": 60, "walk": 60 }, "strength": 19, "dexterity": 24, "constitution": 22, "intelligence": 16, "wisdom": 21, "charisma": 17, "strength_save": null, "dexterity_save": 14, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 12, "charisma_save": null, "perception": 12, "skills": { "acrobatics": 14, "deception": 10, "insight": 12, "perception": 12, "stealth": 14 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison, radiant", "condition_immunities": "charmed, frightened, poisoned, stunned", "senses": "truesight 120 ft., passive Perception 22", "languages": "Celestial, Common, Simian", "challenge_rating": "21", "cr": 21.0, "actions": [ { "desc": "The Monkey King makes three golden staff attacks or two golden staff attacks and one tail attack.", "name": "Multiattack" }, { "attack_bonus": 14, "damage_dice": "2d10+7", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) radiant damage.", "name": "Golden Staff" }, { "attack_bonus": 12, "damage_dice": "4d8", "desc": "Ranged Spell Attack: +12 to hit, range 100 ft., one target. Hit: 18 (4d8) radiant damage. The target must succeed on a DC 18 Charisma saving throw or be stunned until the end of its next turn.", "name": "Enlightened Ray" }, { "attack_bonus": 14, "damage_dice": "2d8+7", "desc": "Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Dexterity saving throw or be knocked prone.", "name": "Tail" } ], "bonus_actions": null, "reactions": [ { "desc": "When the Monkey King is hit by a weapon attack, he gains resistance to bludgeoning, piercing, and slashing damage until the end of that turn.", "name": "Drunken Dodge" } ], "legendary_desc": "The Monkey King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Monkey King regains spent legendary actions at the start of his turn.", "legendary_actions": [ { "desc": "The Monkey King moves up to his speed without provoking opportunity attacks.", "name": "Great Leap" }, { "desc": "The Monkey King makes a golden staff attack.", "name": "Quick Staff" }, { "desc": "Each creature of the Monkey King's choice within 10 feet of him must make a DC 18 Charisma saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.", "name": "Golden Burst (Costs 3 Actions)" } ], "special_abilities": [ { "desc": "If the Monkey King fails a saving throw, he can choose to succeed instead.", "name": "Legendary Resistance (3/Day)" }, { "desc": "The Monkey King has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The Monkey King can communicate with primates as if they shared a language. In addition, he can control primates with an Intelligence of 8 or lower that are within 120 feet of him.", "name": "Simian Affinity" } ], "spell_list": [], "page_no": 337, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_monkey-king/" }, { "slug": "simhamukha", "desc": "", "name": "Simhamukha", "size": "Huge", "type": "Celestial", "subtype": "dakini", "group": null, "alignment": "chaotic good", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d12+44", "speed": { "walk": 50 }, "strength": 21, "dexterity": 15, "constitution": 19, "intelligence": 12, "wisdom": 17, "charisma": 19, "strength_save": 8, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, psychic; bludgeoning, piericing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, radiant", "condition_immunities": "poisoned", "senses": "truesight 120 ft., passive Perception 16", "languages": "all, telepathy 120 ft.", "challenge_rating": "8", "cr": 8.0, "actions": [ { "desc": "The simhamukha makes two attacks with its kartika, or one with its kartika and one with its bite.", "name": "Multiattack" }, { "attack_bonus": 8, "damage_dice": "2d10+5", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If this damage reduces ha the target to 0 hit points, the simhamukha kills the target by decapitating it.", "name": "Bite" }, { "attack_bonus": 8, "damage_dice": "3d8+5", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.", "name": "Kartika" }, { "desc": "Each creature within 15 feet of the simhamukha must succeed on a DC 16 Strength saving throw. On a failure, a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone.", "name": "Staff Sweep (Recharge 5-6)" }, { "desc": "The simhamukha draws upon the deepest fears and regrets of the creatures around it, creating illusions visible only to them. Each creature within 40 feet of the simhamukha, must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failure or ending the effect on itself on a success.", "name": "Weird (Recharge 6)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The simhamukha's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "The simhamukha has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "When the simhamukha hits a creature with a melee attack, it can choose to deal an additional 9 (2d8) radiant damage.", "name": "Smite (3/Day)" }, { "desc": "The simhamukha's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\nAt will: aid, guidance, spiritual weapon\n2/day each: confusion, searing smite, thunderous smite", "name": "Innate Spellcasting" } ], "spell_list": [], "page_no": 70, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_simhamukha/" }, { "slug": "demilich-a5e", "desc": "", "name": "Demilich", "size": "Tiny", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 159, "hit_dice": "29d4+87", "speed": { "walk": 0, "fly": 30 }, "strength": 10, "dexterity": 24, "constitution": 16, "intelligence": 24, "wisdom": 22, "charisma": 20, "strength_save": 6, "dexterity_save": null, "constitution_save": 9, "intelligence_save": 13, "wisdom_save": 12, "charisma_save": 11, "perception": null, "skills": { "arcana": 13, "perception": 12, "stealth": 13 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison, psychic; damage from nonmagical weapons", "condition_immunities": "charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned", "senses": "truesight 60 ft., passive Perception 22", "languages": "understands the languages it knew in life but doesnt speak", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Devour Soul", "desc": "The demilich targets one creature within 120 feet forcing it to make a DC 17 Wisdom saving throw. On a success or if all the large soul gems on the demilichs skull are occupied the creature takes 40 necrotic damage and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull the demilich regains 40 hit points and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull visible as a tiny creature-shaped mote of light. While its soul is trapped a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours." }, { "name": "A demilich begins combat with one or two empty soul gems", "desc": "" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": [ { "name": "The demilich 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. The demilich regains spent legendary actions at the start of its turn." }, { "name": "Cranial Transposition", "desc": "The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it." }, { "name": "Dust Storm (Costs 2 Actions)", "desc": "The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed." }, { "name": "Ringing Laugh (Costs 2 Actions)", "desc": "Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn." }, { "name": "Telekinesis", "desc": "The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal." } ], "special_abilities": [ { "name": "Avoidance", "desc": "If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure." }, { "name": "Legendary Resistance (5/Day)", "desc": "If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters." }, { "name": "Undead Nature", "desc": "A demilich doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 62, "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_demilich/" }, { "slug": "demilich-mastermind-a5e", "desc": "", "name": "Demilich Mastermind", "size": "Tiny", "type": "Undead", "subtype": "", "group": null, "alignment": "", "armor_class": 20, "armor_desc": "", "hit_points": 319, "hit_dice": "58d4+174", "speed": { "walk": 0, "fly": 30 }, "strength": 10, "dexterity": 24, "constitution": 16, "intelligence": 24, "wisdom": 22, "charisma": 20, "strength_save": 6, "dexterity_save": null, "constitution_save": 9, "intelligence_save": 13, "wisdom_save": 12, "charisma_save": 11, "perception": null, "skills": { "arcana": 13, "perception": 12, "stealth": 13 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison, psychic; damage from nonmagical weapons", "condition_immunities": "charmed, deafened, fatigue, frightened, paralyzed, petrified, poisoned, prone, stunned", "senses": "truesight 60 ft., passive Perception 22", "languages": "understands the languages it knew in life but doesnt speak", "challenge_rating": "18", "cr": 18.0, "actions": [ { "name": "Devour Soul", "desc": "The demilich targets one creature within 120 feet forcing it to make a DC 17 Wisdom saving throw. On a success or if all the large soul gems on the demilichs skull are occupied the creature takes 40 necrotic damage and the demilich regains the same number of hit points. If the target fails its saving throw and there is at least one unoccupied soul gem on the demilichs skull the demilich regains 40 hit points and the target dies instantly. Its soul is trapped in a soul gem on the demilichs skull visible as a tiny creature-shaped mote of light. While its soul is trapped a creature can't be restored to life by any means. A soul that remains in a soul gem for 30 days is destroyed forever. If the demilich is defeated and a soul gem crushed the creature is restored to life if its body is within 100 miles. A creature that succeeds on a saving throw against this effect is immune to it for 24 hours." }, { "name": "A demilich mastermind begins combat with up to four empty soul gems", "desc": "" } ], "bonus_actions": null, "reactions": [], "legendary_desc": "", "legendary_actions": [ { "name": "The demilich 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. The demilich regains spent legendary actions at the start of its turn." }, { "name": "Cranial Transposition", "desc": "The dust surrounding the demilich falls to the ground. The demilich and a nonmagical, unattended skull within 30 teleport, switching places. Until the demilich moves or attacks, it is indistinguishable from a nonmagical skull, and the dust composing the demilichs wraithlike body doesnt reform around it." }, { "name": "Dust Storm (Costs 2 Actions)", "desc": "The dust of the demilichs body swirls in a 30-foot radius around the demilich. Each creature in the area makes a DC 17 Constitution saving throw. On a failure, the creature takes 21 (6d6) necrotic damage and is blinded until the end of its next turn. The demilich then moves up to its speed." }, { "name": "Ringing Laugh (Costs 2 Actions)", "desc": "Each creature within 60 feet that can hear the demilich makes a DC 17 Wisdom saving throw. On a failure, a creature is frightened until the end of its next turn." }, { "name": "Telekinesis", "desc": "The demilich targets a Huge or smaller creature or an object weighing up to 1,000 pounds within 60 feet. If the target is a creature, it must succeed on a DC 17 Strength saving throw. Otherwise, the demilich moves the target up to 30 feet in any direction, including up. If another creature or object stops the targets movement, both take 10 (3d6) bludgeoning damage. At the end of this movement, the target falls if it is still in the air, taking falling damage as normal." } ], "special_abilities": [ { "name": "Avoidance", "desc": "If the demilich makes a saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure." }, { "name": "Legendary Resistance (5/Day)", "desc": "If the demilich fails a saving throw, it can choose to succeed instead. When it does so, one of the five tiny warding gems set on its forehead or teeth shatters." }, { "name": "Undead Nature", "desc": "A demilich doesnt require air, sustenance, or sleep." } ], "spell_list": [], "page_no": 63, "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_demilich-mastermind/" }, { "slug": "fellforged-tob1-2023", "desc": "False", "name": "Fellforged", "size": "Medium", "type": "Construct", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 135, "hit_dice": "18d8 + 54", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 17, "intelligence": 12, "wisdom": 14, "charisma": 15, "strength_save": 5, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": null, "perception": 12, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 12", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The fellforged makes two Necrotic Slam attacks." }, { "name": "Necrotic Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." } ], "bonus_actions": [ { "name": "Burst Gears", "desc": "The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a DC 14 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The fellforged doesn't require air, food, drink, or sleep." }, { "name": "Inhabiting Spirit", "desc": "The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 170, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_fellforged/" }, { "slug": "void-constructor", "desc": "", "name": "Void Constructor", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 19, "armor_desc": "natural", "hit_points": 43, "hit_dice": "5d8+20", "speed": { "walk": 0, "fly": 30 }, "strength": 16, "dexterity": 12, "constitution": 18, "intelligence": 6, "wisdom": 8, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": -1, "skills": { "perception": -1 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60', passive Perception 9", "languages": "understands Void Speech but can't speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "Two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, 5 ft., one target, 10 (2d6+3) bludgeoning damage." }, { "name": "Tentacles", "desc": "Melee Weapon Attack: +5 to hit, 10 ft., one target, 13 (4d4+3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends the constructor can't use its tentacles on another target." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Mobile Grappler", "desc": "While grappling a creature the constructor can move at its full speed carrying the grappled creature along with it." }, { "name": "Tainted Aura", "desc": "A Void constructor that has completed a Void henge gains necrotic energy while within 1 mile of the henge. At the start of each of the Void constructor's turns each creature within 10 ft. of it must make DC 13 Cha save or take 2 (1d4) necrotic. The Void constructor can choose for a creature it is grappling to be immune to the Tainted Auras of all Void constructors." } ], "spell_list": [], "page_no": 385, "environments": [], "img_main": null, "document__slug": "tob3", "document__title": "Tome of Beasts 3", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob3_void-constructor/" }, { "slug": "bone-golem", "desc": "", "name": "Bone Golem", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "8d8+24", "speed": { "walk": 30 }, "strength": 10, "dexterity": 16, "constitution": 17, "intelligence": 3, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The bone golem makes two attacks.", "name": "Multiattack" }, { "attack_bonus": 6, "damage_dice": "2d6+3", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.", "name": "Claw" }, { "attack_bonus": 6, "damage_dice": "1d8+3", "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.", "name": "Bone Shard" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "Whenever the bone golem starts its turn with 30 hp or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. \n\nThe golem's creator, if within 60 feet of the berserk golem, can calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 30 hp or fewer, the golem might go berserk again.", "name": "Berserk" }, { "desc": "While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.", "name": "False Appearance" }, { "desc": "The bone golem is immune to any spell or effect that would alter its form.", "name": "Immutable Form" }, { "desc": "The bone golem has advantage on saving throws against spells and other magical effects.", "name": "Magic Resistance" }, { "desc": "The bone golem's weapon attacks are magical.", "name": "Magic Weapons" }, { "desc": "Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.", "name": "Necrotic Absorption" } ], "spell_list": [], "page_no": 201, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_bone-golem/" }, { "slug": "spirit-lamp", "desc": "", "name": "Spirit Lamp", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 40 }, "strength": 12, "dexterity": 19, "constitution": 16, "intelligence": 13, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, frightened, poisoned, unconscious", "senses": "passive Perception 15", "languages": "Common", "challenge_rating": "7", "cr": 7.0, "actions": [ { "desc": "The spirit lamp makes three attacks.", "name": "Multiattack" }, { "attack_bonus": 7, "damage_dice": "1d6+4", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.", "name": "Spirit Claw" }, { "attack_bonus": 7, "damage_dice": "2d10", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d10) fire damage.", "name": "Lantern Beam" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "desc": "The spirit lamp can't be surprised and can use a bonus action to take the Disengage action.", "name": "Jumpy" }, { "desc": "As a bonus action, the spirit lamp can open or close its lantern. When open, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spirit lamp can only see objects within the lantern's light and is blind while the lantern is closed. The lantern's light pierces magical and nonmagical darkness and can't be dispelled by magical darkness. If a creature dies in the lantern's light, its spirit is trapped in the lantern.", "name": "Lantern's Light" }, { "desc": "Spirits of creatures that died within the lantern's light haunt it. While the lantern is open, these spirits surround the spirit lamp, slowing and attacking all creatures within the lantern's light. A creature that starts its turn within 30 feet of the spirit lamp has its speed halved and must make a DC 15 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the spirit lamp dies and the lantern is open, the lantern's spirits continue to harm creatures within 30 feet of it until the lantern is destroyed or closed.", "name": "Lantern Spirits" }, { "desc": "The spirit lamp's lantern is immune to damage and can't be the target of spells or effects as long as the spirit lamp lives. When the spirit lamp dies, the lantern floats gently to the ground and opens, if it was closed. The lantern has AC 17, 50 hp, and is immune to piercing, poison, and psychic damage. A creature that touches the lantern must succeed on a DC 15 Charisma saving throw or be cursed. A cursed creature is frightened of darkness, can't see anything outside of the lantern's light, and is unable to drop the lantern. The cursed creature will risk its own life to protect the lantern. A creature can repeat the saving throw each day at dawn, lifting the curse and ending the effects on itself on a success. If this occurs, the lantern disintegrates. After three failed saving throws, remove curse or similar magic is required to end the curse. \n\nIf the creature remains cursed after 30 days, it is irreversibly changed by the curse, and it becomes the lantern's new spirit lamp. Voluntarily opening the lantern counts as a failed saving throw. If the lantern is destroyed, all captured spirits are put to rest and the cursed bearer, if it has not yet changed into a spirit lamp, is freed of the curse.", "name": "Spirit Lantern" } ], "spell_list": [], "page_no": 349, "environments": [], "img_main": null, "document__slug": "cc", "document__title": "Creature Codex", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/", "v2_converted_path": "/v2/creatures/ccdx_spirit-lamp/" }, { "slug": "gnarljak", "desc": "_A gnarljak looks like a bear trap springs sprung to clacking life and ready to tear flesh apart._ \n**Hopping Motion.** All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things. \n**Endless Snapping.** Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again. \n**Defensive Traps.** Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes quite dangerous to their owners as well. Certain monsters such as redcaps and shadow fey use gnarljak’s with some regularity, and gnomes are very fond of making them part of a standard tunnel defense.", "name": "Gnarljak", "size": "Small", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "", "hit_points": 63, "hit_dice": "14d6+14", "speed": { "walk": 30 }, "strength": 13, "dexterity": 22, "constitution": 11, "intelligence": 2, "wisdom": 14, "charisma": 1, "strength_save": null, "dexterity_save": 9, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 5, "skills": { "perception": 5, "stealth": 9 }, "damage_vulnerabilities": "", "damage_resistances": "cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "blindsight 30 ft., passive Perception 15", "languages": "-", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone.", "attack_bonus": 9, "damage_dice": "2d8" }, { "name": "Gnaw", "desc": "When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": null, "spell_list": [], "page_no": 229, "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_gnarljak/" }, { "slug": "herald-of-slaughter", "desc": "The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre._ \nHeralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities. \n**Provokers of Wrath.** Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods. \n**Brutality and Blood.** Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.", "name": "Herald of Slaughter", "size": "Large", "type": "Fiend", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "walk": 40 }, "strength": 18, "dexterity": 10, "constitution": 19, "intelligence": 12, "wisdom": 12, "charisma": 18, "strength_save": 8, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": 5, "charisma_save": 8, "perception": 5, "skills": { "athletics": 8, "deception": 8, "perception": 5, "persuasion": 8 }, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning, slashing", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 120 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The herald of slaughter makes three attacks: one with its gore and two with its cleaver. Alternatively, it can use Enkindle Hate twice. If it hits one target with Enkindle Hate twice using this action, the target must succeed on a DC 16 Charisma saving throw or use its reaction to immediately move up to half its speed and make one melee attack against a random target within range." }, { "name": "Enkindle Hate", "desc": "Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) fire damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.", "attack_bonus": 8, "damage_dice": "4d8" }, { "name": "Gore", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.", "attack_bonus": 8, "damage_dice": "2d10+4" }, { "name": "Cleaver", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) necrotic damage.", "attack_bonus": 8, "damage_dice": "2d10+4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Corrupting Aura", "desc": "The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random direction, seeking a target for its hostility. At the start of each of the herald's turn, it chooses whether this aura is active." }, { "name": "Magic Weapons", "desc": "The herald's weapon attacks are magical." }, { "name": "Shapechanger", "desc": "The herald can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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": "Innate Spellcasting", "desc": "The herald's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:\nAt will: detect thoughts\n3/day: charm person, fear, suggestion\n1/day: modify memory, seeming" } ], "spell_list": [], "page_no": 198, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_herald-of-slaughter/" }, { "slug": "walled-horror", "desc": "An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach._ \n**Unassuming Horror.** The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby. \n**Tragic Origins.** A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection. \n**Entombed Treasures.** While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings. \n**Undead Nature.** A walled horror doesn’t require air, food, drink, or sleep.", "name": "Walled Horror", "size": "Large", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d8+60", "speed": { "walk": 0 }, "strength": 18, "dexterity": 1, "constitution": 20, "intelligence": 5, "wisdom": 8, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison, psychic", "condition_immunities": "blinded, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "truesight 60 ft. (blind beyond this radius), passive Perception 9", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The walled horror makes two spectral claw attacks." }, { "name": "Spectral Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) psychic damage, and the target is grappled (escape DC 15).", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Spectral Scream", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 18 (4d8) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or be frightened until the end of its next turn as it is assaulted by images of being buried alive or entombed. While frightened, the creature's speed is reduced to 0.", "attack_bonus": 7, "damage_dice": "4d8" }, { "name": "Entomb", "desc": "The walled horror makes one spectral claw attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is partially entombed in the wall, and the grapple ends. The entombed target is blinded and restrained, and it takes 9 (2d8) psychic damage at the start of each of the walled horror's turns. A walled horror can have only one creature entombed at a time. \n\nA creature, including the entombed target, can take its action to free the entombed target by succeeding on a DC 15 Strength check.\n\nA creature slain while entombed is pulled fully into the wall and can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spirit-infused Structure", "desc": "The walled horror is immobile except for its Wall Hop trait. It uses its Charisma instead of its Dexterity to determine its place in the initiative order." }, { "name": "Wall-bound Spirits", "desc": "The spirits that make up the walled horror are bound to a 10-foot-by-10-foot panel of wall, behind which their original bodies are trapped. The walled horror can move to nearby walls with its Wall Hop trait, but it can never be more than 120 feet away from its bound wall. If its bound wall is damaged while the walled horror is elsewhere, the walled horror takes half the damage dealt to the bound wall. When the walled horror finishes a long rest while inhabiting its bound wall, any damage to the bound wall is repaired." }, { "name": "Wall Hop", "desc": "As a bonus action, the walled horror can disappear into the wall and reappear on a 10-foot-by-10-foot stone wall or panel of wood that it can see within 30 feet of it. Claw marks briefly appear on the surface of the origin and destination walls when it uses this trait." } ], "spell_list": [], "page_no": 363, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_walled-horror/" }, { "slug": "bonecollective-tob1-2023", "desc": "False", "name": "Bone Collective", "size": "Small", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d6 + 64", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 14, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Arcana": 5, "Deception": 6, "Perception": 3, "Stealth": 11 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned", "senses": "darkvision 120 ft., passive Perception 13", "languages": "Common, Darakhul (can’t speak in shapeless form)", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The bone collective makes two Claw attacks, or one Claw attack and one Bite attack." }, { "name": "Bite (Humanoid Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Claw (Humanoid Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage." }, { "name": "Piercing Bones (Shapeless Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the collective's space. Hit: 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the collective has half its hp or fewer." }, { "name": "Spellcasting", "desc": "(3/Day; Humanoid Form Only)The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14)." } ], "bonus_actions": [ { "name": "Shape Swarm", "desc": "The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Collective Mind", "desc": "The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form." }, { "name": "Grasping Limbs (Humanoid Form Only)", "desc": "The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish." }, { "name": "Swarm (Shapeless Form Only)", "desc": "The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone." }, { "name": "Undead Nature", "desc": "The bone collective doesn't require air, food, drink, or sleep." }, { "name": "Wyrmblood Venom", "desc": "When the bone collective hits a poisoned creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by 1d4. The target is incapacitated if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest." } ], "spell_list": [], "page_no": 39, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_bone-collective/" }, { "slug": "bonepowderghoul-tob1-2023", "desc": "False", "name": "Bonepowder Ghoul", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 180, "hit_dice": "24d6 + 96", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 18, "intelligence": 19, "wisdom": 15, "charisma": 18, "strength_save": null, "dexterity_save": 9, "constitution_save": 8, "intelligence_save": null, "wisdom_save": 6, "charisma_save": 8, "perception": 16, "skills": { "Perception": 6, "Stealth": 9 }, "damage_vulnerabilities": "False", "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 16", "languages": "Common, Darakhul, Draconic, Dwarvish", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Gravedust", "desc": "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 13 (3d8) necrotic damage. If a creature is a Humanoid, it must also succeed on a DC 17 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar)." }, { "name": "Whirlwind (Dust Form Only; Recharge 5-6)", "desc": "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 55 (10d10) slashing damage, and its Strength score is reduced by 1d6. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced." }, { "name": "Spellcasting", "desc": "(Coalesced Form Only)The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: dispel magic, mage hand, ray of enfeeblement\n3/day each: blindness/deafness, fear\n1/day: phantasmal killer" } ], "bonus_actions": [], "reactions": [ { "name": "Coalesce", "desc": "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amorphous (Dust Form Only)", "desc": "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Hungry Dead Nature", "desc": "The ghoul requires no air or sleep." }, { "name": "Turning Defiance", "desc": "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." } ], "spell_list": [], "page_no": 201, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_bonepowder-ghoul/" }, { "slug": "deathwisp-tob1-2023", "desc": "False", "name": "Deathwisp", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 82, "hit_dice": "11d8 + 33", "speed": { "walk": 60 }, "strength": 6, "dexterity": 20, "constitution": 16, "intelligence": 18, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 6, "charisma_save": null, "perception": 16, "skills": { "Perception": 6, "Stealth": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained", "senses": "darkvision 60 ft., passive Perception 16", "languages": "the languages it knew in life", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack." }, { "name": "Ghostly Pike", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) necrotic damage." }, { "name": "Life Drain", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Create Specter", "desc": "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time." } ], "bonus_actions": [ { "name": "Shadow Traveler (3/Day)", "desc": "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Flicker", "desc": "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage." }, { "name": "Incorporeal Movement", "desc": "The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Undead Nature", "desc": "The deathwisp doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 71, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_deathwisp/" }, { "slug": "dissimortuum-tob1-2023", "desc": "False", "name": "Dissimortuum", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8 + 45", "speed": { "walk": 30 }, "strength": 14, "dexterity": 10, "constitution": 16, "intelligence": 8, "wisdom": 11, "charisma": 18, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "the languages of its creator", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The dissimortuum makes three Claw attacks. It can replace one Claw attack with a use of Terrifying Mask." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage." }, { "name": "Terrifying Mask", "desc": "Each non-Undead creature within 60 feet of the dissimortuum that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to the dissimortuum's Terrifying Mask for the next 24 hours." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Spider Climb", "desc": "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Undead Nature", "desc": "The dissimortuum doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 106, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_dissimortuum/" }, { "slug": "drownedmaiden-tob1-2023", "desc": "False", "name": "Drowned Maiden", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "20d8", "speed": { "walk": 40 }, "strength": 15, "dexterity": 16, "constitution": 10, "intelligence": 10, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 11, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss." }, { "name": "Hair", "desc": "Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp; immunity to necrotic, poison, and psychic damage)." }, { "name": "Draining Kiss", "desc": "One creature within 5 feet of the maiden and that she is grappling must make a DC 15 Charisma saving throw. On a failure, the target takes 10 (3d6) psychic damage, and its Strength is reduced by 1d6. On a success, the target takes half the damage, and its Strength isn't reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0." }, { "name": "Illusory Appearance", "desc": "The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 15 Intelligence (Investigation) check to discern that the maiden is disguised." } ], "bonus_actions": [ { "name": "Reel", "desc": "The drowned maiden pulls each creature grappled by her up to 15 feet straight toward her." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 149, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_drowned-maiden/" }, { "slug": "edimmu-tob1-2023", "desc": "False", "name": "Edimmu", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8 + 30", "speed": { "walk": 60 }, "strength": 1, "dexterity": 19, "constitution": 16, "intelligence": 12, "wisdom": 18, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 14", "languages": "understands Common but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. A creature that fails this saving throw by 5 or more is also stunned until the end of its next turn." }, { "name": "Draining Touch", "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Incorporeal Movement", "desc": "The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object." }, { "name": "Rejuvenation", "desc": "If destroyed, an edimmu rises again in 2d4 days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning." }, { "name": "Undead Nature", "desc": "The edimmu doesn't require air, food, drink, or sleep." }, { "name": "Water Siphon", "desc": "The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu's Draining Touch and Multiattack." } ], "spell_list": [], "page_no": 154, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_edimmu/" }, { "slug": "flutterflesh-tob1-2023", "desc": "False", "name": "Flutterflesh", "size": "Large", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 187, "hit_dice": "22d10 + 66", "speed": { "walk": 60, "fly": 10 }, "strength": 11, "dexterity": 18, "constitution": 17, "intelligence": 12, "wisdom": 16, "charisma": 10, "strength_save": 4, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 17, "skills": { "Deception": 4, "Perception": 7, "Stealth": 8 }, "damage_vulnerabilities": "radiant", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, paralyzed, exhaustion, poisoned, stunned, unconscious", "senses": "darkvision 120 ft., passive Perception 17", "languages": "Common, Darakhul", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The flutterflesh makes three Bone Spur or Tormenting Gaze attacks. If two Tormenting Gaze attacks hit one creature, the target must succeed on a DC 16 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Bone Spur", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage plus 9 (2d8) necrotic damage, and the flutterflesh impales the target on one of its bone spurs, grappling the target (escape DC 16). The flutterflesh can have no more than two creatures impaled at a time." }, { "name": "Tormenting Gaze", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 21 (4d8 + 3) psychic damage." }, { "name": "Creeping Death (Recharge 5-6)", "desc": "The flutterflesh emits a wave of necromantic energy, hastening the journey toward death. Each creature within 20 feet of the flutterflesh must make a DC 16 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature below half its hp maximum has disadvantage on this saving throw." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Merciful Exchange", "desc": "If the flutterflesh reduces a creature to 0 hp with a melee attack, it can cut off one of the creature's limbs. If it does so, the target is reduced to 1 hp instead." }, { "name": "Necrotic Weapons", "desc": "The flutterflesh's weapon attacks are magical. When the flutterflesh hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack)." }, { "name": "Regeneration", "desc": "The flutterflesh regains 10 hp at the start of its turn. If the flutterflesh takes fire or radiant damage, this trait doesn't function at the start of the flutterflesh's next turn. The flutterflesh dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Turn Resistance", "desc": "The flutterflesh has advantage on saving throws against any effect that turns undead." }, { "name": "Undead Nature", "desc": "The flutterflesh doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 189, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_flutterflesh/" }, { "slug": "heraldofblood-tob1-2023", "desc": "False", "name": "Herald of Blood", "size": "Huge", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 184, "hit_dice": "16d12 + 80", "speed": { "walk": 30, "fly": 30 }, "strength": 22, "dexterity": 12, "constitution": 20, "intelligence": 14, "wisdom": 17, "charisma": 16, "strength_save": 10, "dexterity_save": null, "constitution_save": 9, "intelligence_save": null, "wisdom_save": 7, "charisma_save": null, "perception": 17, "skills": { "Arcana": 10, "Perception": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, fire, lightning", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 240 ft., passive Perception 17", "languages": "Common, Draconic, Infernal, Void Speech", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack." }, { "name": "Herald's Staff", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage." }, { "name": "Grasping Slam", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 9 (2d8) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target." }, { "name": "Blood Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 25 (5d8 + 3) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17 Constitution saving throw or be poisoned until the end of its next turn." }, { "name": "Call Blood (Recharge 5-6)", "desc": "Each creature with blood within 10 feet of the herald must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of exhaustion." } ], "bonus_actions": [ { "name": "Grant Blood Rage", "desc": "The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a DC 17 Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 (3d8) necrotic damage and suffers one level of exhaustion. A creature with any levels of exhaustion automatically succeeds on this saving throw." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Armor", "desc": "Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 (1d8) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait." } ], "spell_list": [], "page_no": 232, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_herald-of-blood/" }, { "slug": "heraldofdarkness-tob1-2023", "desc": "False", "name": "Herald of Darkness", "size": "Large", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 105, "hit_dice": "10d10 + 50", "speed": { "walk": 30, "fly": 30 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 12, "wisdom": 15, "charisma": 19, "strength_save": 8, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 7, "perception": 15, "skills": { "Athletics": 8, "Deception": 7, "Perception": 5, "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, cold, lightning", "damage_immunities": "necrotic, poison", "condition_immunities": "exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 240 ft., passive Perception 15", "languages": "Common, Elvish, Goblin, Infernal, Sylvan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The herald of darkness makes two Embrace Darkness or Shadow Sword attacks." }, { "name": "Embrace Darkness (Shadow Form Only)", "desc": "Melee Spell Attack: +7 to hit, reach 0 ft., one creature in the herald's space. Hit: 18 (3d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn." }, { "name": "Shadow Sword (Fiend Form Only)", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage." }, { "name": "Majesty of the Abyss (Recharge 5-6)", "desc": "The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) necrotic damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [ { "name": "Shadow Shape", "desc": "The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Made of Shadows (Shadow Form Only)", "desc": "The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Shadow's Sight", "desc": "Magical darkness doesn't impede the herald's darkvision." } ], "spell_list": [], "page_no": 233, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_herald-of-darkness/" }, { "slug": "mallqui-tob1-2023", "desc": "False", "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": 30 }, "strength": 16, "dexterity": 9, "constitution": 16, "intelligence": 11, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 5, "perception": 14, "skills": { "History": 3, "Insight": 7, "Religion": 3 }, "damage_vulnerabilities": "False", "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 14", "languages": "the languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Xeric Blast", "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage." }, { "name": "Xeric Aura", "desc": "Each creature within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours." }, { "name": "Spellcasting", "desc": "The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: druidcraft\n3/day each: create or destroy water, entangle\n1/day each: locate animals or plants, wind wall" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Regeneration", "desc": "The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Undead Nature", "desc": "The mallqui doesn't require air, food, drink, or sleep." }, { "name": "Water Hypersusceptibility", "desc": "For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water." } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mallqui/" }, { "slug": "maskwight-tob1-2023", "desc": "False", "name": "Mask Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 19, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d8 + 126", "speed": { "walk": 40 }, "strength": 22, "dexterity": 18, "constitution": 24, "intelligence": 15, "wisdom": 16, "charisma": 18, "strength_save": 11, "dexterity_save": 9, "constitution_save": 12, "intelligence_save": 7, "wisdom_save": 8, "charisma_save": 9, "perception": 13, "skills": {}, "damage_vulnerabilities": "radiant", "damage_resistances": "acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., truesight 30 ft., passive Perception 13", "languages": "Abyssal, Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a DC 17 Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw." }, { "name": "Khopesh of Oblivion", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) necrotic damage." }, { "name": "Spiked Gauntlet", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone." }, { "name": "Wail of the Forgotten (Recharge 6)", "desc": "The mask wight emits an ear-piercing wail. Each creature within 30 feet of the mask wight must make a DC 17 Charisma saving throw. On a failure, a creature takes 35 (10d6) thunder damage and 27 (6d8) psychic damage and is deafened for 1 hour. On a success, a creature takes half the damage and isn't deafened. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a wish spell." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Necrotic Weapons", "desc": "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)." }, { "name": "Single-Minded Purpose", "desc": "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks." }, { "name": "Undead Nature", "desc": "The mask wight doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 264, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mask-wight/" }, { "slug": "mavka-tob1-2023", "desc": "False", "name": "Mavka", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 170, "hit_dice": "20d8 + 80", "speed": { "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 13, "wisdom": 13, "charisma": 18, "strength_save": 9, "dexterity_save": 6, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 8, "perception": 15, "skills": { "Athletics": 9, "Nature": 5, "Perception": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "poisoned", "senses": "darkvision 90 ft., passive Perception 15", "languages": "Abyssal, Common, Infernal, Sylvan", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare, the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks." }, { "name": "Enervating Slam", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage." }, { "name": "Necrotic Bolt", "desc": "Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 26 (4d10 + 4) necrotic damage." }, { "name": "Flame Burst (Recharge 5-6)", "desc": "While riding a nightmare, the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a DC 16 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Spellcasting", "desc": "The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):\nAt will: create or destroy water, dancing lights\n3/day each: darkness, hold person, silence\n1/day each: bestow curse, dispel magic" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Mounted Warrior", "desc": "While the mavka is mounted, her mount can't be charmed or frightened." }, { "name": "Nightmare Mount", "desc": "The mavka has formed a bond with a nightmare. The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka's spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement." }, { "name": "Sunlight Hypersensitivity", "desc": "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks." }, { "name": "Undead Nature", "desc": "The mavka doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 265, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mavka/" }, { "slug": "myling-tob1-2023", "desc": "False", "name": "Myling", "size": "Small", "type": "Undead", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6 + 10", "speed": { "walk": 10, "burrow": 30 }, "strength": 10, "dexterity": 16, "constitution": 12, "intelligence": 10, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, frightened, poisoned, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "the languages it knew in life", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 13 Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 (5d6) necrotic damage." } ], "bonus_actions": [ { "name": "Bury Alive (Recharge 6)", "desc": "The creature to which the myling is attached is knocked prone, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 13 Strength check." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Enfeebling Attacks", "desc": "Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." }, { "name": "Undead Nature", "desc": "The myling doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 281, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_myling/" } ] }{ "count": 3207, "next": "