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=-intelligence&page=45
{ "count": 3207, "next": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-intelligence&page=46", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-intelligence&page=44", "results": [ { "slug": "scorch_drake_bf", "desc": "", "name": "Scorch Drake", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 145, "hit_dice": "", "speed": { "walk": 40, "fly": 60 }, "strength": 16, "dexterity": 12, "constitution": 18, "intelligence": 6, "wisdom": 20, "charisma": 8, "strength_save": 3, "dexterity_save": 1, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 5, "charisma_save": -1, "perception": 15, "skills": {}, "damage_vulnerabilities": "cold", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The scorch drake makes one Bite and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 12 (2d8+3) piercing and 3 (1d6) fire damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +6 to hit, reach 5 ft., one target. _Hit:_ 8 (2d4+3) slashing and 3 (1d6) fire damage." }, { "name": "Fire Breath (Recharge 5-6)", "desc": "The scorch drake spits liquid fire in a 30-foot cone. Each creature in that area must make a DC 15 DEX save. On a failure, a creature takes 24 (7d6) fire damage and ignites. On a success, a creature takes half the damage and doesn't ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns. This fire ignites flammable objects in the line that aren't being worn or carried." } ], "bonus_actions": [ { "name": "Fan the Flames", "desc": "The scorch drake flaps its wings in the direction of one ignited creature it can see within 15 feet of it. The flames coating the target flare up and generate excess smoke. The target must succeed on a DC 15 CON save or be blinded until the end of its next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heat Shimmer", "desc": "Creatures more than 30 feet from the scorch drake have disadvantage on WIS (Perception) checks to see the drake." }, { "name": "Scalding Blood", "desc": "A creature that hits the scorch drake with a melee attack while within 5 feet of the drake takes 3 (1d6) fire damage and must succeed on a DC 15 DEX save or ignite. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns." } ], "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_scorch-drake/" }, { "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": "shield_guardian_bf", "desc": "", "name": "Shield Guardian", "size": "large", "type": "Construct", "subtype": "", "group": null, "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 139, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 8, "constitution": 18, "intelligence": 6, "wisdom": 14, "charisma": 2, "strength_save": 4, "dexterity_save": -1, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 2, "charisma_save": -4, "perception": 12, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "Construct Resilience", "condition_immunities": "", "senses": "keensense 10 ft., darkvision 60 ft.", "languages": "understands the languages of its creator and the languages of the wearer of its amulet but can't speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The shield guardian makes two Runed Fist attacks, or it makes three Rune Bolt attacks." }, { "name": "Runed Fist", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) bludgeoning damage plus 14 (4d8) force damage." }, { "name": "Rune Bolt", "desc": "_Ranged Spell Attack:_ +5 to hit, range 60 ft., one target. _Hit:_ 16 (4d6+2) force damage." } ], "bonus_actions": [ { "name": "Protective Step", "desc": "The guardian teleports up to 60 feet to an unoccupied space it can see within 5 feet of the amulet's wearer." } ], "reactions": [ { "name": "Shield", "desc": "When a creature the guardian can see makes an attack against the amulet's wearer, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Bound", "desc": "The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the guardian knows the distance and direction to the amulet's wearer, and the amulet's wearer can telepathically call the guardian, teleporting the guardian to an unoccupied space within 5 feet of the wearer after 1 minute. In addition, if the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is taken by the guardian instead." }, { "name": "Construct Nature", "desc": "The shield guardian doesn't require air, food, drink, or sleep." }, { "name": "Construct Resilience", "desc": "The shield guardian is immune to poison and psychic damage, and it is immune to exhaustion and the charmed, frightened, paralyzed, petrified, and poisoned conditions." }, { "name": "Regeneration", "desc": "The shield guardian regains 10 HP at the start of its turn if it has at least 1 HP." }, { "name": "Spell Storing", "desc": "A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell, using the appropriate action required by the spell, with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost." } ], "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_shield-guardian/" }, { "slug": "skeleton_bf", "desc": "", "name": "Skeleton", "size": "medium", "type": "Undead", "subtype": "", "group": "Skeletons", "alignment": "", "armor_class": 13, "armor_desc": "armor scraps", "hit_points": 14, "hit_dice": "", "speed": { "walk": 30 }, "strength": 10, "dexterity": 14, "constitution": 14, "intelligence": 6, "wisdom": 8, "charisma": 4, "strength_save": 0, "dexterity_save": 2, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": -1, "charisma_save": -3, "perception": 9, "skills": {}, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "piercing", "damage_immunities": "Undead Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "understands the languages it knew in life but can't speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Shortsword", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 5 (1d6+2) piercing damage." }, { "name": "Shortbow", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 80/320 ft., one target. _Hit:_ 5 (1d6+2) piercing damage." } ], "bonus_actions": [], "reactions": [ { "name": "Counterattack (Recharge 6)", "desc": "When a creature the skeleton can see hits it with an attack, the skeleton can make one Shortsword or Shortbow attack against the attacker." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "False Appearance", "desc": "While the skeleton remains motionless and prone, it is indistinguishable from an inanimate Humanoid skeleton." }, { "name": "Undead Nature", "desc": "The skeleton doesn't require air, food, drink, or sleep." }, { "name": "Undead Resilience", "desc": "The skeleton 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_skeleton/" }, { "slug": "steam_mephit_bf", "desc": "", "name": "Steam Mephit", "size": "small", "type": "Elemental", "subtype": "", "group": "Mephits", "alignment": "", "armor_class": 12, "armor_desc": null, "hit_points": 27, "hit_dice": "", "speed": { "walk": 30, "fly": 30, "hover": true }, "strength": 4, "dexterity": 14, "constitution": 10, "intelligence": 6, "wisdom": 12, "charisma": 10, "strength_save": -3, "dexterity_save": 2, "constitution_save": 0, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": 0, "perception": 13, "skills": {}, "damage_vulnerabilities": "cold,thunder", "damage_resistances": "", "damage_immunities": "fire,poison,poisoned,prone", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Aquan,Ignan", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Claws", "desc": "_Melee Weapon Attack:_ +4 to hit, reach 5 ft., one target. _Hit:_ 4 (1d4+2) slashing damage plus 2 (1d4) fire damage." }, { "name": "Steam Blast", "desc": "_Ranged Weapon Attack:_ +4 to hit, range 20/60 ft., one target. _Hit:_ 4 (1d4+2) bludgeoning damage plus 2 (1d4) fire damage" }, { "name": "Steam Breath (Recharge 6)", "desc": "The mephit exhales superheated breath in a 15-foot cone. Each creature in that area must make a DC 11 CON save. On a failure, a creature takes 5 (2d4) fire damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer exhaustion. A creature can't suffer more than two levels of exhaustion from a steam mephit's Steam Breath, regardless of the number of times it fails the save or the number of steam mephits using Steam Breath against it." } ], "bonus_actions": [ { "name": "Hazy Form (1/Day)", "desc": "The mephit casts the blur spell, requiring no material components and using WIS as the spellcasting ability." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Death Burst", "desc": "When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 11 DEX save or be scalded for 1 minute. A scalded creature has disadvantage on weapon attack rolls and on ability checks that require manual dexterity. A scalded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success." }, { "name": "False Appearance", "desc": "While the mephit remains motionless and hovering, it is indistinguishable from an ordinary cloud of steam." } ], "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_steam-mephit/" }, { "slug": "troll_bf", "desc": "", "name": "Troll", "size": "large", "type": "Giant", "subtype": "", "group": null, "alignment": "", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 94, "hit_dice": "", "speed": { "walk": 30 }, "strength": 18, "dexterity": 12, "constitution": 20, "intelligence": 6, "wisdom": 8, "charisma": 6, "strength_save": 4, "dexterity_save": 1, "constitution_save": 5, "intelligence_save": -2, "wisdom_save": -1, "charisma_save": -2, "perception": 12, "skills": {}, "damage_vulnerabilities": "Giant Attributes", "damage_resistances": "Giant Attributes", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The troll makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 13 (2d8+4) piercing damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." } ], "bonus_actions": [ { "name": "Ravenous Frenzy (52 HP or Fewer)", "desc": "Desperate for a meal as its injuries mount, the troll moves up to half its speed and makes one Bite attack against a creature it can see within range. The troll then regains HP equal to half the damage dealt." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Giant Attributes", "desc": "The troll is resistant to the stunned condition, and it is vulnerable to the prone condition." }, { "name": "Heightened Smell", "desc": "The troll's Perception is 17 while perceiving by smell." }, { "name": "Regeneration", "desc": "The troll regains 10 HP at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 HP and doesn't regenerate." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_troll/" }, { "slug": "water_elemental_bf", "desc": "", "name": "Water Elemental", "size": "large", "type": "Elemental", "subtype": "", "group": "Elementals", "alignment": "", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 104, "hit_dice": "", "speed": { "walk": 30, "swim": 90 }, "strength": 18, "dexterity": 14, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": 4, "dexterity_save": 2, "constitution_save": 4, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -1, "perception": 13, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Elemental Resilience", "damage_immunities": "acid,Elemental Resilience", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Aquan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The water elemental makes two Water Tendril or Water Bolt attacks. If both Water Tendril attacks hit one creature, it can use Whelm on the target, if available." }, { "name": "Water Tendril", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 17 (3d8+4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller. The water elemental can have up to three targets grappled at a time." }, { "name": "Water Bolt", "desc": "_Ranged Weapon Attack:_ +5 to hit, range 30/120 ft., one target. _Hit:_ 16 (4d6+2) bludgeoning damage." }, { "name": "Whelm (Recharge 4-6)", "desc": "The water elemental envelops one creature it is grappling, and the grapple ends. While enveloped, the target is restrained, unable to breathe unless it can breathe water, can't be hit by the elemental's Water Tendril, and it takes 9 (2d8) bludgeoning damage at the start of each of the elemental's turns.<br>When the elemental moves, the enveloped creature moves with it. The elemental can have only one creature enveloped at a time. A creature within 5 feet of the elemental, including the target, can take its action to free the target from the elemental by succeeding on a DC 15 STR check." } ], "bonus_actions": [ { "name": "Purify Blood (3/Day)", "desc": "The water elemental touches a willing creature that isn't a Construct or Undead. The target is cured of the poisoned condition and of any disease afflicting it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The elemental doesn't require air, food, drink, or sleep." }, { "name": "Elemental Resilience", "desc": "The elemental is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to poison damage, to exhaustion, and to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions." }, { "name": "Freeze", "desc": "If the elemental takes cold damage, it partially freezes, and its speed is reduced by 20 feet until the end of its next turn." }, { "name": "Purify Water", "desc": "If the water elemental sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the elemental leaves the water. In standing water, this purification lasts until a contaminant enters the water while the elemental isn't in it." }, { "name": "Water Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." }, { "name": "Water Camouflage", "desc": "The water elemental's Stealth is 17 while in a Medium or larger body of water." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_water-elemental/" }, { "slug": "winter_wolf_bf", "desc": "", "name": "Winter Wolf", "size": "large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 76, "hit_dice": "", "speed": { "walk": 50 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": 3, "dexterity_save": 1, "constitution_save": 2, "intelligence_save": -2, "wisdom_save": 1, "charisma_save": -1, "perception": 15, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "cold", "condition_immunities": "", "senses": "-", "languages": "Common,Giant,Winter Wolf", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The winter wolf makes two Bite attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage plus 4 (1d8) cold damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The winter wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 DEX save, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [ { "name": "Freezing Nose", "desc": "The winter wolf touches its nose to a creature it can see within 5 feet of it. The target must succeed on a DC 13 CON save or one of the following parts of its body (the winter wolf's choice) is encased in ice for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, it has advantage on the next save it makes to end the effect.\n- **Body.** The target has disadvantage on CON saves and is vulnerable to the first instance of cold damage it takes each turn.\n- **Head.** The target can't breathe or speak.\n- **Lower Limb.** The target's speed is reduced to 0, and it has disadvantage on DEX checks and DEX saves.\n- **Upper Limb.** The target has disadvantage on weapon attack rolls made with that limb." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Hearing and Smell", "desc": "The winter wolf's Perception is 20 when perceiving by hearing or smell." }, { "name": "Monstrosity Resilience", "desc": "The winter wolf is resistant to exhaustion and to the frightened condition." }, { "name": "Pack Tactics", "desc": "The winter wolf has advantage on attack rolls against a creature if at least one of the winter wolf's allies is within 5 feet of the creature and the ally isn't incapacitated." }, { "name": "Snow Camouflage", "desc": "The winter wolf's Stealth is 18 while in snowy terrain." } ], "spell_list": [], "page_no": null, "environments": [], "img_main": null, "document__slug": "blackflag", "document__title": "Black Flag SRD", "document__license_url": "https://paizo.com/orclicense", "document__url": "https://koboldpress.com/black-flag-reference-document/", "v2_converted_path": "/v2/creatures/bfrd_winter-wolf/" }, { "slug": "worg_bf", "desc": "", "name": "Worg", "size": "large", "type": "Monstrosity", "subtype": "Animal", "group": null, "alignment": "", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 25, "hit_dice": "", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 12, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": 3, "dexterity_save": 1, "constitution_save": 1, "intelligence_save": -2, "wisdom_save": 0, "charisma_save": -1, "perception": 14, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "Monstrosity Resilience", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft.", "languages": "Goblin,Worg", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Bite", "desc": "_Melee Weapon Attack:_ +5 to hit, reach 5 ft., one target. _Hit:_ 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 STR save or be knocked prone." } ], "bonus_actions": [ { "name": "Loathsome Howl (1/Day)", "desc": "The worg unleashes an unnatural howl audible out to a distance of 300 feet. Each creature of the worg's choice within 30 feet of it must succeed on a DC 13 CHA save or be frightened of it for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Until it finishes a long rest, the worg can sense the direction but not the exact location of each creature that was frightened by Loathsome Howl." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Heightened Hearing and Smell", "desc": "The worg's Perception is 19 while perceiving by hearing or smell." }, { "name": "Monstrosity Resilience", "desc": "The worg is resistant to exhaustion and to the frightened 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_worg/" }, { "slug": "young_white_dragon_bf", "desc": "", "name": "Young White Dragon", "size": "large", "type": "Dragon", "subtype": "", "group": "Dragons", "alignment": "", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 126, "hit_dice": "", "speed": { "walk": 40, "burrow": 20, "fly": 80, "swim": 40 }, "strength": 18, "dexterity": 16, "constitution": 24, "intelligence": 6, "wisdom": 18, "charisma": 18, "strength_save": 4, "dexterity_save": 3, "constitution_save": 7, "intelligence_save": -2, "wisdom_save": 4, "charisma_save": 4, "perception": 17, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 120 ft., keensense 30 ft.", "languages": "Common,Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The dragon makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 10 ft., one target. _Hit:_ 15 (2d10+4) piercing damage plus 4 (1d8) cold damage." }, { "name": "Claw", "desc": "_Melee Weapon Attack:_ +7 to hit, reach 5 ft., one target. _Hit:_ 11 (2d6+4) slashing damage." }, { "name": "Cold Breath (Recharge 5-6)", "desc": "The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 CON save, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ice Walk", "desc": "The dragon can move across and climb icy surfaces without needing to make an ability check. In addition, difficult terrain composed of ice or snow doesn’t cost it extra movement." }, { "name": "Numbing Chill", "desc": "When the white dragon hasn’t unleashed its Cold Breath, the cold builds up within it and ripples outward from it. While the dragon’s Cold Breath is available, it emits a numbing chill, and each creature that starts its turn within 10 feet of the dragon must succeed on a DC 15 CON save or its speed is reduced by 10 feet." } ], "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_young-white-dragon/" }, { "slug": "accurseddefiler-tob1-2023", "desc": "False", "name": "Accursed Defiler", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 12, "armor_desc": "", "hit_points": 75, "hit_dice": "10d8 + 30", "speed": { "walk": 30 }, "strength": 19, "dexterity": 14, "constitution": 17, "intelligence": 6, "wisdom": 15, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Perception": 4, "Stealth": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands an ancient language but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The accursed defiler makes two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of exhaustion." }, { "name": "Sandslash (Recharge 5-6)", "desc": "The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Cursed Existence", "desc": "When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the bless spell, the accursed defiler reforms at the next sundown 1d100 miles away from where it died in a random direction." }, { "name": "Sand Shroud", "desc": "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom (Survival) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage." }, { "name": "Undead Nature", "desc": "The accursed defiler doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 12, "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_accursed-defiler/" }, { "slug": "arborealgrappler-tob1-2023", "desc": "False", "name": "Arboreal Grappler", "size": "Medium", "type": "Aberration", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8 + 36", "speed": { "walk": 40 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "Acrobatics": 5, "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 10", "languages": "—", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The arboreal grappler makes one Bite attack and two Tentacle attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The arboreal grappler has two tentacles, each of which can grapple only one target." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Boscage Brachiation", "desc": "The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach." }, { "name": "Mobile Grappler", "desc": "The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has grappled." }, { "name": "Spider Climb", "desc": "The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." } ], "spell_list": [], "page_no": 24, "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_arboreal-grappler/" }, { "slug": "clockworkmyrmidon-tob1-2023", "desc": "False", "name": "Clockwork Myrmidon", "size": "Large", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 1, "strength_save": 8, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 16, "skills": { "Athletics": 8, "Perception": 6 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 16", "languages": "understands Common but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet." }, { "name": "War Pick", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage." }, { "name": "Alchemical Flame Jet (4/Day)", "desc": "The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [ { "name": "Grease Spray (4/Day)", "desc": "The clockwork myrmidon's chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain. Each creature standing in the area must succeed on a DC 16 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 16 Dexterity saving throw or fall prone." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Alchemical Fireball", "desc": "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times." }, { "name": "Construct Nature", "desc": "The clockwork myrmidon doesn't require air, food, drink, or sleep." }, { "name": "Immutable Form", "desc": "The clockwork myrmidon is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork myrmidon has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 63, "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_clockwork-myrmidon/" }, { "slug": "corpsemound-tob1-2023", "desc": "False", "name": "Corpse Mound", "size": "Huge", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 207, "hit_dice": "18d12 + 90", "speed": { "walk": 30 }, "strength": 24, "dexterity": 11, "constitution": 21, "intelligence": 6, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": 9, "intelligence_save": 2, "wisdom_save": 4, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "necrotic", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands Common but can’t speak", "challenge_rating": "11", "cr": 11.0, "actions": [ { "name": "Multiattack", "desc": "The corpse mound makes two Slam or Bone Shard attacks. If both Slam attacks hit a Large or smaller target, the corpse mound can immediately use Envelop on it." }, { "name": "Slam", "desc": "Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained." }, { "name": "Bone Shard", "desc": "Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone and restrained as it is pinned to the ground by the shard. A creature, including the restrained target, can take its action to free the target by succeeding on a DC 17 Strength check." }, { "name": "Envelop", "desc": "The corpse mound envelops a Large or smaller creature within 5 feet of it that is restrained by its Bone Shard or a Large or smaller creature grappled by it. The enveloped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 17 Strength saving throw at the start of each of the mound's turns or take 18 (2d10 + 7) bludgeoning damage. If the mound moves, the enveloped target moves with it. The mound can have no more than four creatures enveloped at a time." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Absorb the Dead", "desc": "Whenever a Large or smaller creature that isn't a Construct or Undead dies within 10 feet of the corpse mound, that creature's remains join with the mound, and the mound regains hp equal to twice the CR or level of the absorbed creature. The absorbed creature can't be returned to life by any spell or effect that requires a body, unless the body is retrieved from the corpse mound." }, { "name": "Noxious Aura", "desc": "At the end of each of the corpse mound's turns, each creature within 20 feet of it must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn. On a successful saving throw, the creature is immune to the mound's Noxious Aura for 24 hours." }, { "name": "Undead Nature", "desc": "The corpse mound doesn't require air, food, drink, or sleep." }, { "name": "Zombie Drop", "desc": "At the start of each of the corpse mound's turns, it can choose to have one corpse fall from it and immediately rise as a zombie under its control. The mound can have no more than ten zombies under its control at one time. Zombies take their turns immediately after the corpse mound's turn." } ], "spell_list": [], "page_no": 68, "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_corpse-mound/" }, { "slug": "corruptedushabti-tob1-2023", "desc": "False", "name": "Corrupted Ushabti", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 97, "hit_dice": "15d8 + 30", "speed": { "walk": 30 }, "strength": 17, "dexterity": 14, "constitution": 15, "intelligence": 6, "wisdom": 10, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 0, "perception": 10, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands Common but can’t speak", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The corrupted ushabti makes two Ceremonial Greatsword attacks." }, { "name": "Ceremonial Greatsword", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage." }, { "name": "Vomit Swarm (Recharge 5-6)", "desc": "The corrupted ushabti exhales scarabs in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 25 (10d4) piercing damage and is covered in scarabs. On a success, a creature takes half the damage and isn't covered in scarabs. A creature covered in scarabs takes 2 (1d4) piercing damage at the start of each of its turns. A creature, including the covered creature, can take its action to brush the scarabs off the covered creature by succeeding on a DC 15 Dexterity check." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Necrotic Weapons", "desc": "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack)." }, { "name": "Regeneration", "desc": "The ushabti regains 5 hp at the start of its turn if it has at least 1 hp." }, { "name": "Swarm Body", "desc": "The corrupted ushabti is a spirit inhabiting a colony of scarabs around a Humanoid skeleton within funerary wrappings. It can move through any opening large enough for a Tiny scarab and Humanoid bones, and it can't regain hp or gain temporary hp, except for its Regeneration trait." }, { "name": "Undead Nature", "desc": "The ushabti doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 375, "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_corrupted-ushabti/" }, { "slug": "degeneratetitan-tob1-2023", "desc": "False", "name": "Degenerate Titan", "size": "Huge", "type": "Giant", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 12, "armor_desc": "armor scraps", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 40 }, "strength": 21, "dexterity": 6, "constitution": 20, "intelligence": 6, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Intimidation": 4, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Giant", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The degenerate titan can use its Reality-Bending Shout. It then makes three Greatclub attacks or two Rock attacks." }, { "name": "Greatclub", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage." }, { "name": "Reality-Bending Shout", "desc": "The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the dispel magic spell, except the titan must always make an ability check. The titan's ability check for this is +4." }, { "name": "Earthstrike (Recharge 5-6)", "desc": "The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 (10d6) force damage and is flung 20 feet away from the titan and knocked prone, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked prone. If a flung creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The degenerate titan has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 362, "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_degenerate-titan/" }, { "slug": "domovoi-tob1-2023", "desc": "False", "name": "Domovoi", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 93, "hit_dice": "11d8 + 44", "speed": { "walk": 30 }, "strength": 19, "dexterity": 13, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Intimidation": 5, "Perception": 2 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "acid, lightning", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Common, Dwarvish, Elvish", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The domovoi makes two Slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage." }, { "name": "Invisibility", "desc": "The domovoi magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the domovoi wears or carries is invisible with it." }, { "name": "Spellcasting", "desc": "The domovoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):\nAt will: alter self\n3/day each: darkness, haste" } ], "bonus_actions": [ { "name": "Protector's Step", "desc": "The domovoi magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within a structure protected by its House Guardian trait or within 30 feet of the exterior of that structure. Swirls of golden light, sparkles of starlight, or tendrils of inky shadow (the domovoi's choice) appear at the origin and destination when it uses this bonus action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "House Guardian", "desc": "When the domovoi finishes a long rest in a structure with up to 2,500 square feet of floor space, the structure becomes magically protected. This works like the guards and wards spell, except the domovoi can choose only two effects from the spell to place in the warded area." } ], "spell_list": [], "page_no": 108, "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_domovoi/" }, { "slug": "eelhound-tob1-2023", "desc": "False", "name": "Eel Hound", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d8 + 14", "speed": { "walk": 40 }, "strength": 19, "dexterity": 16, "constitution": 13, "intelligence": 6, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Perception": 3, "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Sylvan but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the hound can't Bite another target." }, { "name": "Slick Spittle", "desc": "The eel hound covers the ground in a 5-foot square centered on a point it can see within 10 feet of it with its slippery spittle. Each creature standing in that area must succeed on a DC 13 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 13 Dexterity saving throw or fall prone. The spittle remains on the ground for 1 minute." } ], "bonus_actions": [ { "name": "Water Step", "desc": "The eel hound teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain enough water to partially submerge the hound." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The eel hound can breathe air and water." }, { "name": "Pack Tactics", "desc": "The eel hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated." } ], "spell_list": [], "page_no": 155, "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_eel-hound/" }, { "slug": "forestmarauder-tob1-2023", "desc": "False", "name": "Forest Marauder", "size": "Large", "type": "Giant", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10 + 48", "speed": { "walk": 20 }, "strength": 21, "dexterity": 10, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": { "Stealth": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 10", "languages": "Giant, Orc, Sylvan", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature." }, { "name": "Boar Spear", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage." } ], "bonus_actions": [ { "name": "Forest Ambusher", "desc": "While in a forest, the forest marauder can take the Hide action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Forest Camouflage", "desc": "The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 191, "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_forest-marauder/" }, { "slug": "graythirster-tob1-2023", "desc": "False", "name": "Gray Thirster", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 13, "armor_desc": "", "hit_points": 52, "hit_dice": "8d8 + 16", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 15, "intelligence": 6, "wisdom": 12, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "necrotic", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, poisoned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "understands the languages it knew in life but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The gray thirster makes two Claw attacks, or it makes one Claw attack and one Withering Turban attack." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage." }, { "name": "Withering Turban", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) necrotic damage. The target must succeed on a DC 12 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. The target has disadvantage on this saving throw if it failed the saving throw against the thirster's Thirst Aura. This reduction lasts until the target finishes a long rest with no levels of exhaustion. The target dies if this effect reduces its hp maximum to 0." }, { "name": "Drought (1/Day)", "desc": "The gray thirster draws the moisture from containers and creatures around it. Nonmagical water and other liquids within 20 feet of the thirster that aren't being worn or carried turn to dust. Each creature within 20 feet of the thirster that isn't a Construct or Undead must make a DC 12 Constitution saving throw. On a failure, a creature takes 9 (2d8) necrotic damage and up to 5 gallons of nonmagical liquid it is wearing or carrying turn to dust. On a success, a creature takes half the damage, and nonmagical liquids it is wearing or carrying don't turn to dust. Plants, Oozes, creatures with the Amphibious or Water Breathing trait, and creatures made mostly of water, such as water elementals or steam mephits, have disadvantage on the saving throw." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Thirst Aura", "desc": "A creature that starts its turn within 30 feet of the gray thirster must succeed on a DC 12 Constitution saving throw or suffer one level of exhaustion. On a successful saving throw, the creature is immune to the gray thirster's Thirst Aura for the next 24 hours." }, { "name": "Thirsting Dead Nature", "desc": "The gray thirster doesn't require air, food, or sleep." } ], "spell_list": [], "page_no": 221, "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_gray-thirster/" }, { "slug": "guardian-tob1-2023", "desc": "False", "name": "Guardian", "size": "Large", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 110, "hit_dice": "13d10 + 39", "speed": { "walk": 30 }, "strength": 18, "dexterity": 14, "constitution": 16, "intelligence": 6, "wisdom": 14, "charisma": 8, "strength_save": 6, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Athletics": 6, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "charmed, frightened", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey guardian makes two Pike or Javelin attacks." }, { "name": "Pike", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage." }, { "name": "Javelin", "desc": "Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage." } ], "bonus_actions": [ { "name": "Shadow Traveler (2/Day)", "desc": "While in shadows, dim light, or darkness, the shadow fey 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": [ { "name": "Protective Interference", "desc": "When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Shadow's Vigil", "desc": "The guardian has advantage on Wisdom (Perception) checks, and magical darkness doesn't impede the guardian's darkvision." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 162, "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_guardian/" }, { "slug": "isonade-tob1-2023", "desc": "False", "name": "Isonade", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 18, "armor_desc": "natural armor", "hit_points": 222, "hit_dice": "12d20 + 96", "speed": { "walk": 100 }, "strength": 30, "dexterity": 14, "constitution": 26, "intelligence": 6, "wisdom": 18, "charisma": 8, "strength_save": 15, "dexterity_save": null, "constitution_save": 13, "intelligence_save": null, "wisdom_save": 9, "charisma_save": null, "perception": 19, "skills": { "Athletics": 15, "Perception": 9 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "False", "senses": "darkvision 90 ft., passive Perception 19", "languages": "understands Aquan and Elvish, but can’t speak", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The isonade makes one Bite attack and two Tail Slap attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the isonade. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 21 (6d6) acid damage at the start of each of the isonade's turns. An isonade can have no more than four creatures swallowed at a time. If the isonade takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone." }, { "name": "Tail Slap", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage." }, { "name": "Breach", "desc": "If the isonade swims at least 20 feet as part of its movement, it can use this action to emerge in a space on the surface of the water that contains one or more other creatures. Each of those creatures and each creature within 10 of the isonade's space must make a DC 18 Dexterity saving throw. On a failure, a creature takes 49 (14d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and is pushed up to 10 feet out of the isonade's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the isonade's space." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Influence Weather", "desc": "Nearby weather responds to the isonade's desires. At the start of each minute, the isonade can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the isonade can't change the temperature and the conditions change immediately." }, { "name": "Magic Resistance", "desc": "The isonade has advantage on saving throws against spells and other magical effects." }, { "name": "Siege Monster", "desc": "The isonade deals double damage to objects and structures." }, { "name": "Water Breathing", "desc": "The isonade can breathe only underwater." } ], "spell_list": [], "page_no": 240, "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_isonade/" }, { "slug": "lichhound-tob1-2023", "desc": "False", "name": "Lich Hound", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 14, "armor_desc": "", "hit_points": 85, "hit_dice": "10d8 + 40", "speed": { "walk": 50, "fly": 30 }, "strength": 10, "dexterity": 18, "constitution": 18, "intelligence": 6, "wisdom": 10, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 2, "charisma_save": 5, "perception": 14, "skills": { "Acrobatics": 6, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "piercing and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "blindsight 60 ft., darkvision 120 ft., passive Perception 14", "languages": "understands Common and Darakhul but can’t speak", "challenge_rating": "4", "cr": 4.0, "actions": [ { "name": "Multiattack", "desc": "The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) slashing damage and be incapacitated until the end of its next turn." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone." }, { "name": "Eerie Howl", "desc": "The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich hound's Eerie Howl for the next 24 hours." } ], "bonus_actions": [ { "name": "Ethereal Jaunt", "desc": "The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Blood Sense", "desc": "The lich hound can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." }, { "name": "Keen Hearing and Smell", "desc": "The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell." }, { "name": "Undead Nature", "desc": "The lich hound doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 253, "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_lich-hound/" }, { "slug": "lindwurm-tob1-2023", "desc": "False", "name": "Lindwurm", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 136, "hit_dice": "16d10 + 48", "speed": { "walk": 20 }, "strength": 18, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 12, "charisma": 8, "strength_save": 7, "dexterity_save": 8, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Acrobatics": 8, "Athletics": 7, "Perception": 4, "Stealth": 8 }, "damage_vulnerabilities": "fire", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "paralyzed, unconscious", "senses": "darkvision 60 ft., tremorsense 120 ft., passive Perception 14", "languages": "Draconic", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of exhaustion below 1, the creature recovers from the disease, ending it." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage." }, { "name": "Constrict", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Ice Walk", "desc": "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Sure-Footed Skater", "desc": "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone." } ], "spell_list": [], "page_no": 255, "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_lindwurm/" }, { "slug": "rimeworm-tob1-2023", "desc": "False", "name": "Rime Worm", "size": "Large", "type": "Elemental", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10 + 48", "speed": { "walk": 30, "burrow": 30 }, "strength": 20, "dexterity": 14, "constitution": 19, "intelligence": 6, "wisdom": 14, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "cold", "condition_immunities": "False", "senses": "darkvision 120 ft., passive Perception 12", "languages": "—", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The rime worm makes two Rime Tendril attacks. It can replace one attack with a use of Freeze Prey." }, { "name": "Rime Tendril", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature and the rime worm doesn't have another creature grappled." }, { "name": "Freeze Prey", "desc": "One creature grappled by the rime worm must succeed on a DC 15 Constitution saving throw or be petrified in ice 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. A petrified creature that takes fire damage has advantage on the saving throw." }, { "name": "Black Ice Spray (Recharge 5-6)", "desc": "The rime worm sprays slivers of ice in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. The area then becomes icy, difficult terrain for 1 minute." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Amphibious", "desc": "The rime worm can breathe air and water." }, { "name": "Icy Body", "desc": "A creature that touches the rime worm or hits it with a melee attack while within 5 feet of it takes 4 (1d8) cold damage." }, { "name": "Snow Camouflage", "desc": "The rime worm has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." }, { "name": "Snow Stride", "desc": "The rime worm can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement." } ], "spell_list": [], "page_no": 308, "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_rime-worm/" }, { "slug": "sharkjawskeleton-tob1-2023", "desc": "False", "name": "Sharkjaw Skeleton", "size": "Large", "type": "Undead", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "6d10 + 12", "speed": { "walk": 30 }, "strength": 16, "dexterity": 10, "constitution": 15, "intelligence": 6, "wisdom": 8, "charisma": 4, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Perception": 1, "Stealth": 2 }, "damage_vulnerabilities": "bludgeoning", "damage_resistances": "False", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., blindsight 30 ft., passive Perception 11", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). The skeleton can grapple up to two targets at a time." }, { "name": "Devouring Embrace", "desc": "The sharkjaw skeleton devours a Medium or smaller creature grappled by it. The grapple ends, the devoured target is restrained in the skeleton's many jaws, and the target takes 7 (2d6) piercing damage at the start of each of the skeleton's turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton's many jaws by succeeding on a DC 13 Strength check." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Undead Nature", "desc": "The sharkjaw skeleton doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 329, "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_sharkjaw-skeleton/" }, { "slug": "swarmoffiredancers-tob1-2023", "desc": "False", "name": "Swarm of Fire Dancers", "size": "Medium", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 15, "armor_desc": "", "hit_points": 90, "hit_dice": "12d8 + 36", "speed": { "walk": 30, "fly": 30 }, "strength": 10, "dexterity": 20, "constitution": 16, "intelligence": 6, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, slashing", "damage_immunities": "fire, poison", "condition_immunities": "charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Ignan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks." }, { "name": "Singe", "desc": "Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 22 (4d10) fire damage, or 11 (2d10) fire damage if the swarm has half its hp or fewer." }, { "name": "Frightening Visage (Recharge 5-6)", "desc": "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Elemental Nature", "desc": "The swarm of fire dancers doesn't require air, food, drink, or sleep." }, { "name": "Fire Form", "desc": "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." }, { "name": "Illumination", "desc": "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp." }, { "name": "Water Susceptibility", "desc": "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." } ], "spell_list": [], "page_no": 354, "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_swarm-of-fire-dancers/" }, { "slug": "swarmofsluaghs-tob1-2023", "desc": "False", "name": "Swarm of Sluaghs", "size": "Medium", "type": "Swarm", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 13, "armor_desc": "", "hit_points": 54, "hit_dice": "12d8", "speed": { "walk": 50, "fly": 30 }, "strength": 6, "dexterity": 16, "constitution": 11, "intelligence": 6, "wisdom": 13, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 11, "skills": { "Stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing", "damage_immunities": "cold", "condition_immunities": "charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Chilling Touch", "desc": "Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage, or 14 (4d6) cold damage if the swarm has half of its hp or fewer. The target must succeed on a DC 13 Constitution saving throw or be unable to regain hp 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." } ], "bonus_actions": [ { "name": "Shadow Stealth", "desc": "While in dim light or darkness, the swarm of sluaghs takes the Hide action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Sunlight Weakness", "desc": "While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws." }, { "name": "Swarm", "desc": "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hp or gain temporary hp." } ], "spell_list": [], "page_no": 357, "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_swarm-of-sluaghs/" }, { "slug": "tendrilpuppet-tob1-2023", "desc": "False", "name": "Tendril Puppet", "size": "Medium", "type": "Plant", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 51, "hit_dice": "6d8 + 24", "speed": { "walk": 30 }, "strength": 16, "dexterity": 15, "constitution": 18, "intelligence": 6, "wisdom": 6, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 8, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "blinded, deafened", "senses": "blindsight 60 ft. (blind beyond this radius), passive Perception 8", "languages": "understands the languages of its vine lord but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Thorned Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 5 (2d4) piercing damage." }, { "name": "Ball of Thorns", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 12 (4d4 + 2) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) piercing damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Green Regeneration", "desc": "While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp." }, { "name": "Root Mind", "desc": "The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can't be [rule]surprise;surprised[/condition]." }, { "name": "Magic Resistance", "desc": "The tendril puppet has advantage on saving throws against spells and other magical effects." }, { "name": "Woodland Walk", "desc": "Difficult terrain composed of nonmagical plants doesn't cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." } ], "spell_list": [], "page_no": 389, "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_tendril-puppet/" }, { "slug": "tophet-tob1-2023", "desc": "False", "name": "Tophet", "size": "Huge", "type": "Construct", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 30 }, "strength": 21, "dexterity": 10, "constitution": 20, "intelligence": 6, "wisdom": 10, "charisma": 10, "strength_save": 8, "dexterity_save": 3, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 13, "skills": { "Perception": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "cold", "damage_immunities": "fire, poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature." }, { "name": "Burning Belly", "desc": "The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is restrained, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 (4d6) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a DC 16 Strength check. The creature making the attempt takes 7 (2d6) fire damage." }, { "name": "Gout of Flame (Recharge 5-6)", "desc": "Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Burning Heart", "desc": "The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active." }, { "name": "Construct Nature", "desc": "The tophet doesn't require air, food, drink, or sleep." }, { "name": "Heated Body", "desc": "A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage." } ], "spell_list": [], "page_no": 364, "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_tophet/" }, { "slug": "ushabti-tob1-2023", "desc": "False", "name": "Ushabti", "size": "Medium", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 119, "hit_dice": "14d8 + 56", "speed": { "walk": 40 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 6, "wisdom": 11, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": 1, "perception": 10, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The ushabti makes two Nabboot attacks." }, { "name": "Nabboot", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is halved, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic." }, { "name": "Serpentine Armlets (1/Day)", "desc": "The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti's arms." } ], "bonus_actions": [ { "name": "Telekinesis", "desc": "One creature the ushabti can see within 60 feet of it must succeed on a DC 16 Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is restrained until the start of the ushabti's next turn." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The ushabti doesn't require air, food, drink, or sleep." }, { "name": "False Appearance", "desc": "While the ushabti is motionless, it is indistinguishable from a normal funerary statue." }, { "name": "Immutable Form", "desc": "The ushabti is immune to spells and effects that would alter its form." }, { "name": "Magic Resistance", "desc": "The ushabti has advantage on saving throws against spells and other magical effects." }, { "name": "Necrotic Weapons", "desc": "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack)." } ], "spell_list": [], "page_no": 376, "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_ushabti/" }, { "slug": "vinetrollskeleton-tob1-2023", "desc": "False", "name": "Vine Troll Skeleton", "size": "Large", "type": "Undead", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 153, "hit_dice": "18d10 + 54", "speed": { "walk": 30 }, "strength": 20, "dexterity": 12, "constitution": 16, "intelligence": 6, "wisdom": 8, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": 7, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 9, "skills": {}, "damage_vulnerabilities": "False", "damage_resistances": "bludgeoning, piercing, and slashing damage from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "deafened, exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 9", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage." }, { "name": "Poisoned Thorn", "desc": "Ranged Weapon Attack:+5 to hit, range 20/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage plus 10 (3d6) poison damage." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Regeneration", "desc": "The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait)." }, { "name": "Tree Bound", "desc": "The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate." }, { "name": "Undead Nature", "desc": "The vine troll skeleton doesn't require air, food, drink, or sleep." } ], "spell_list": [], "page_no": 330, "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_vine-troll-skeleton/" }, { "slug": "zimwi-tob1-2023", "desc": "False", "name": "Zimwi", "size": "Medium", "type": "Giant", "subtype": "", "group": "null", "alignment": "Chaotic Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8 + 52", "speed": { "walk": 60 }, "strength": 13, "dexterity": 18, "constitution": 19, "intelligence": 6, "wisdom": 9, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 12, "skills": { "Perception": 2 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Giant", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage." }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target." }, { "name": "Swallow", "desc": "The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 10 (3d6) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Desperate Hunger", "desc": "When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs." } ], "spell_list": [], "page_no": 402, "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_zimwi/" }, { "slug": "avalanche-screamer", "desc": "Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature._ \n**Primordial Beings.** Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. \n**Devious Hunter.** A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. \n**Summer Hibernation.** Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.", "name": "Avalanche Screamer", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 133, "hit_dice": "14d10+56", "speed": { "burrow": 20, "walk": 40, "climb": 30 }, "strength": 18, "dexterity": 9, "constitution": 19, "intelligence": 5, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": null, "skills": { "athletics": 7, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "cold", "damage_immunities": "bludgeoning, thunder", "condition_immunities": "frightened, prone", "senses": "tremorsense 60 ft., passive Perception 11", "languages": "—", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The avalanche screamer makes three attacks: one with its bite and two with its legs." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage.", "attack_bonus": 7, "damage_dice": "2d8+4" }, { "name": "Leg", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer's leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can't move. If it has four creatures impaled, it can't make leg attacks. It can release all impaled creatures as a bonus action.", "attack_bonus": 7, "damage_dice": "2d6+4" }, { "name": "Scream (Recharge 5-6)", "desc": "The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn't deafened." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Snow Camouflage", "desc": "The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain." } ], "spell_list": [], "page_no": 35, "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_avalanche-screamer/" }, { "slug": "backup-holler-spider", "desc": "While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, Open Game License", "name": "Backup Holler Spider", "size": "Tiny", "type": "Beast", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 12, "armor_desc": null, "hit_points": 14, "hit_dice": "4d4+4", "speed": { "climb": 25, "walk": 25 }, "strength": 7, "dexterity": 15, "constitution": 10, "intelligence": 5, "wisdom": 14, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "thunder", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "understands Common but can’t speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Hoot", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Distressed Discharge (Recharge 5-6)", "desc": "The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone." } ], "bonus_actions": null, "reactions": [ { "name": "Tune Up", "desc": "When an ally within 15 feet of the backup holler spider casts a spell that deals thunder damage, the backup holler spider chooses one of the spell's targets. That target has disadvantage on the saving throw against the spell." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vigilant", "desc": "If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks." } ], "spell_list": [], "page_no": 395, "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_backup-holler-spider/" }, { "slug": "barometz", "desc": "This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes._ \n**Born of Fruit.** The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants. \n**A Feast for Kings.** The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.", "name": "Barometz", "size": "Large", "type": "Plant", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 95, "hit_dice": "10d10+40", "speed": { "walk": 20 }, "strength": 16, "dexterity": 11, "constitution": 18, "intelligence": 5, "wisdom": 16, "charisma": 13, "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", "damage_immunities": "poison", "condition_immunities": "exhaustion, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Sylvan but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The barometz makes two attacks: one with its gore and one with its hooves." }, { "name": "Gore", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "2d10+3" }, { "name": "Hooves", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8+3" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fruit of the Land", "desc": "When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes' feast spell for 8 hours. If the feast isn't consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves." }, { "name": "Parent Vine", "desc": "The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies." }, { "name": "Regeneration", "desc": "The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz's parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn't regenerate." }, { "name": "Wildland Runner", "desc": "Difficult terrain composed of forest underbrush, bushes, or vines doesn't cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells." } ], "spell_list": [], "page_no": 38, "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_barometz/" }, { "slug": "befouled-weird", "desc": "Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot._ \n**Corrupted Water Elementals.** When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas. \n**Exiles to the Material Plane.** Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to Open Game License", "name": "Befouled Weird", "size": "Medium", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 75, "hit_dice": "10d8+30", "speed": { "walk": 30, "swim": 60 }, "strength": 17, "dexterity": 14, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 11", "languages": "Aquan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The befouled weird makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait).", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Drown in Filth (Recharge 4-6)", "desc": "A creature in the befouled weird's space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird's space. At the start of each of the weird's turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Freeze", "desc": "If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn." }, { "name": "Parasitic Amoebas", "desc": "A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic." }, { "name": "Unclean", "desc": "If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can't infect targets with parasitic amoebas for 1 minute." }, { "name": "Water Form", "desc": "The befouled weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 41, "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_befouled-weird/" }, { "slug": "bloodsapper", "desc": "This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth._ \n**Ravenous Blood Eaters.** The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as Open Game License", "name": "Bloodsapper", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 90, "hit_dice": "12d8+36", "speed": { "walk": 40, "climb": 20 }, "strength": 16, "dexterity": 14, "constitution": 16, "intelligence": 5, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Draining Tongue", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn't attack. Instead, at the start of each of the bloodsapper's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper's tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper's tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp.", "attack_bonus": 5, "damage_dice": "2d8+3" }, { "name": "Bloody Breath (Recharge Special)", "desc": "The bloodsapper can expel a 15-foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can't use Bloody Breath again until it has drained at least 25 hp of blood from a creature." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Blood Scent", "desc": "A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp." } ], "spell_list": [], "page_no": 44, "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_bloodsapper/" }, { "slug": "fire-infused-water-elemental", "desc": "A pillar of water rises up into a humanoid shape, steam trailing from its boiling form._ \n**Boiling Water.** Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory. \n**Geothermal Dwellers.** Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License", "name": "Fire-Infused Water Elemental", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 138, "hit_dice": "12d12+60", "speed": { "swim": 90, "walk": 30 }, "strength": 20, "dexterity": 14, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire; bludgeoning, piercing, slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 10", "languages": "Aquan", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The elemental makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 7 (2d6) fire damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Scald (Recharge 6)", "desc": "A fire-infused water elemental sprays a 30-foot cone of superheated water. Each creature in the area must make a DC 12 Dexterity saving throw. On a failure, a creature takes 21 (6d6) fire damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Water Form", "desc": "The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." } ], "spell_list": [], "page_no": 216, "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_fire-infused-water-elemental/" }, { "slug": "giant-husk", "desc": "A grotesque human body moves like jelly. Its split-open front reveals the creature has no bones._ \nHusks are the opposite of Open Game License", "name": "Giant Husk", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 9, "armor_desc": null, "hit_points": 76, "hit_dice": "8d12+24", "speed": { "walk": 40 }, "strength": 19, "dexterity": 8, "constitution": 16, "intelligence": 5, "wisdom": 7, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The husk makes two attacks." }, { "name": "Smother", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one Huge or smaller creature. Hit: The creature is grappled (escape DC 14). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating. In addition, at the start of each of the target's turns, the target takes 14 (3d6 + 4) bludgeoning damage. The husk can smother one Huge, two Large, or four Medium or smaller creatures at a time." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Amorphous", "desc": "As the husk." }, { "name": "Damage Transfer", "desc": "As the husk, except the other half of the damage is split evenly between all creatures grappled by the husk." } ], "spell_list": [], "page_no": 393, "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_giant-husk/" }, { "slug": "graknork", "desc": "Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light._ \n**Terror of the North.** The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world. \n**Great Blue Eye.** While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.", "name": "Graknork", "size": "Gargantuan", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 20, "armor_desc": "natural armor", "hit_points": 201, "hit_dice": "13d20+65", "speed": { "swim": 30, "walk": 50 }, "strength": 25, "dexterity": 18, "constitution": 21, "intelligence": 5, "wisdom": 13, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 90 ft., passive Perception 16", "languages": "—", "challenge_rating": "14", "cr": 14.0, "actions": [ { "name": "Multiattack", "desc": "The graknork makes three attacks: one with its bite and two with its claws. Alternatively, it can use its Eye Ray twice. If both claw attacks hit a Large or smaller creature, the creature must succeed on a DC 18 Strength saving throw or take an additional 9 (2d8) slashing damage and be knocked prone." }, { "name": "Bite", "desc": "Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage.", "attack_bonus": 12, "damage_dice": "3d10+7" }, { "name": "Claw", "desc": "Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.", "attack_bonus": 12, "damage_dice": "3d8+7" }, { "name": "Eye Ray", "desc": "Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 17 (5d6) cold damage.", "attack_bonus": 9, "damage_dice": "5d6" }, { "name": "Freezing Eye (Recharge 5-6)", "desc": "The graknork's blue eye flares open and releases a beam of icy energy in a line that is 120-feet long and 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failure, a creature takes 35 (10d6) cold damage and is restrained for 1 minute as its limbs freeze. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the restrained creature can be freed if it takes at least 10 fire damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight", "desc": "The graknork has advantage on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 182, "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_graknork/" }, { "slug": "harbinger-of-wrath", "desc": "Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path._ \n**Engines of Decimation.** The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. \n**Forged by Demons.** The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. \n**Construct Nature.** A harbinger doesn’t require air, food, drink, or sleep.", "name": "Harbinger of Wrath", "size": "Gargantuan", "type": "Construct", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 21, "armor_desc": "natural armor", "hit_points": 297, "hit_dice": "18d20+108", "speed": { "walk": 50 }, "strength": 28, "dexterity": 8, "constitution": 22, "intelligence": 5, "wisdom": 11, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "acid, lightning, necrotic", "damage_immunities": "cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "truesight 120 ft., passive Perception 10", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "20", "cr": 20.0, "actions": [ { "name": "Multiattack", "desc": "The harbinger of wrath makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. The target is grappled (escape DC 20) if it is a Large or smaller creature and the harbinger doesn't have two other creatures grappled.", "attack_bonus": 15, "damage_dice": "6d8+9" }, { "name": "Impale", "desc": "The harbinger makes one slam attack against a creature it is grappling. If the attack hits, the target is impaled on the harbinger's spikes. While impaled, the creature is restrained and takes 21 (6d6) piercing damage at the start of each of the harbinger's turns. A creature, including the impaled target, can take its action to free the impaled target by succeeding on a DC 20 Strength check. A freed creature falls prone in a space within 10 feet of the harbinger. If the harbinger dies, a creature is no longer restrained and can escape from the harbinger's spikes by using 10 feet of movement." }, { "name": "Drain Life (Recharge 5-6)", "desc": "The harbinger drains the life force of one creature impaled on its spikes. The target must succeed on a DC 20 Constitution saving throw or take 55 (10d10) necrotic damage. If a creature dies from this attack, its soul is absorbed into the harbinger and can be restored to life only by means of a wish spell. The harbinger then regains hp equal to the necrotic damage dealt." }, { "name": "Spike Volley (Recharge 5-6)", "desc": "The harbinger launches a volley of adamantine spikes. Each creature within 60 feet of the harbinger must make a DC 20 Dexterity saving throw, taking 42 (12d6) piercing damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Adamantine Weapons", "desc": "The harbinger's weapon attacks are adamantine and magical." }, { "name": "Immutable Form", "desc": "The harbinger is immune to any spell or effect that would alter its form." }, { "name": "Legendary Resistance (3/Day)", "desc": "If the harbinger fails a saving throw, it can choose to succeed instead." }, { "name": "Magic Resistance", "desc": "The harbinger has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 193, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_harbinger-of-wrath/" }, { "slug": "holler-spider", "desc": "While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, holler spiders are easy to domesticate, as they have a friendly disposition toward humanoids. They can be trained to act as sentries that recognize certain colors or livery, or they can be trained to respond to a certain person and sound alarms only when instructed. Open Game License", "name": "Holler Spider", "size": "Tiny", "type": "Beast", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 12, "armor_desc": null, "hit_points": 14, "hit_dice": "4d4+4", "speed": { "climb": 25, "walk": 25 }, "strength": 7, "dexterity": 15, "constitution": 10, "intelligence": 5, "wisdom": 14, "charisma": 5, "strength_save": null, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "thunder", "damage_immunities": "", "condition_immunities": "", "senses": "blindsight 10 ft., darkvision 60 ft., passive Perception 14", "languages": "understands Common but can’t speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d4+2" }, { "name": "Hoot", "desc": "Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. If the holler spider scores a critical hit, it is pushed 5 feet away from the target.", "attack_bonus": 4, "damage_dice": "1d6+2" }, { "name": "Distressed Discharge (Recharge 5-6)", "desc": "The holler spider releases a short, distressed cacophony in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. The holler spider is pushed 15 feet in the opposite direction of the cone." } ], "bonus_actions": null, "reactions": [ { "name": "Sound Alarm", "desc": "When the holler spider detects a creature within 60 feet of it, the spider can emit a hoot or trumpet audible within 300 feet of it. The noise continues until the creature moves out of range, the spider's handler uses an action to soothe it, or the spider ends the alarm (no action required)." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The holler spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vigilant", "desc": "If the holler spider remains motionless for at least 1 minute, it has advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks." } ], "spell_list": [], "page_no": 395, "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_holler-spider/" }, { "slug": "ice-elemental", "desc": "A humanoid-shaped block of ice lumbers forward on angular legs._ \n**Visitors from Polar Portals.** Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warmblooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.” \n**Rivals to Water Elementals.** Open Game License", "name": "Ice Elemental", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "burrow": 30, "climb": 20, "walk": 30 }, "strength": 18, "dexterity": 9, "constitution": 19, "intelligence": 5, "wisdom": 14, "charisma": 6, "strength_save": 7, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "fire", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "cold, poison", "condition_immunities": "exhaustion, paralyzed, petrified, poisoned, unconscious", "senses": "darkvision 60 ft., passive Perception 12", "languages": "Aquan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The ice elemental makes two ice claw attacks." }, { "name": "Ice Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "4d8+4" }, { "name": "Encase in Ice", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft. one creature. Hit: 14 (4d6) cold damage, and the target must make a DC 14 Constitution saving throw. On a failure, ice begins to form around the creature, and it is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in ice on a failure or ending the effect on a success. The petrification lasts until the creature spends at least 1 hour in a warm environment. Alternatively, a creature can be freed of the restrained or petrified conditions if it takes at least 10 fire damage.", "attack_bonus": 7, "damage_dice": "4d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Ice Glide", "desc": "The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through." }, { "name": "Ice Walk", "desc": "The ice elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." }, { "name": "Splinter", "desc": "A creature that hits the ice elemental with a melee weapon attack that deals bludgeoning damage while within 5 feet of the elemental takes 3 (1d6) piercing damage as shards of ice fly out from the elemental's body." } ], "spell_list": [], "page_no": 133, "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_ice-elemental/" }, { "slug": "mad-piper", "desc": "A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core._ \nMad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones. \n**The Ritual.** During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play. \n**Pets and Mascots.** Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators. \n**True Pipers.** Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones. \n**Construct Nature.** The mad piper doesn’t require air, food, drink, or sleep.", "name": "Mad Piper", "size": "Large", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 12, "armor_desc": "padded armor", "hit_points": 19, "hit_dice": "3d8+6", "speed": { "walk": 30 }, "strength": 16, "dexterity": 8, "constitution": 14, "intelligence": 5, "wisdom": 7, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "performance": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 8", "languages": "understands Common and Void Speech, but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Screaming Flail", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 2 (1d4) thunder damage.", "attack_bonus": 5, "damage_dice": "2d6+3" }, { "name": "Terrible Dirge", "desc": "The mad piper plays a haunting dirge. Each creature of the mad piper's choice that is within 30 feet of the piper and can hear the dirge must succeed o a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the mad piper's Terrible Dirge for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Inspire", "desc": "As a bonus action, the mad piper can play a tune that inspires a friendly creature it can see within 30 feet of it. If the target can hear the mad piper, it has advantage on its next ability check, attack roll, or saving throw." } ], "spell_list": [], "page_no": 250, "environments": [], "img_main": null, "document__slug": "tob2", "document__title": "Tome of Beasts 2", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/", "v2_converted_path": "/v2/creatures/tob2_mad-piper/" }, { "slug": "magma-octopus", "desc": "Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life._ \n**Elemental Bodies.** Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. \n**Intelligent.** Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. \n**Elemental Nature.** A magma octopus doesn’t require air, food, drink, or sleep.", "name": "Magma Octopus", "size": "Large", "type": "Elemental", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 147, "hit_dice": "14d10+70", "speed": { "walk": 40 }, "strength": 21, "dexterity": 17, "constitution": 21, "intelligence": 5, "wisdom": 8, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "athletics": 8, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "fire", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 9", "languages": "—", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The magma octopus makes four attacks with its tentacles." }, { "name": "Tentacle", "desc": "Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) fire damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 2 (1d4) fire damage at the start of each of its turns. The magma octopus can grapple up to two targets at a time.", "attack_bonus": 8, "damage_dice": "1d6+5" }, { "name": "Magma Blast (Recharge 6)", "desc": "The magma octopus sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Lava Bound", "desc": "The magma octopus can exist outside of lava for up to 1 hour each day. If it remains outside of lava for 1 minute or longer, its skin begins to dry and harden like rapidly-cooled magma. While its skin is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to cold damage. If it remains outside of lava for 1 hour or longer, it becomes petrified, transforming into basalt. Its body returns to normal if it is submerged in lava for 1 round." }, { "name": "Lava Swimmer", "desc": "While in lava, the magma octopus has a swimming speed of 60 feet and can move through the lava as if it were water." } ], "spell_list": [], "page_no": 251, "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_magma-octopus/" }, { "slug": "nharyth", "desc": "A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air._ \n**Foulness in Motion.** The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. \n**Creations of Madness.** Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.", "name": "Nharyth", "size": "Huge", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 168, "hit_dice": "16d12+64", "speed": { "hover": true, "walk": 0, "fly": 40 }, "strength": 20, "dexterity": 15, "constitution": 18, "intelligence": 5, "wisdom": 14, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 6, "skills": { "perception": 6, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, psychic", "damage_immunities": "", "condition_immunities": "blinded, deafened, paralyzed", "senses": "blindsight 120 ft. (blind beyond this radius), passive Perception 16", "languages": "understands Deep Speech but can’t speak", "challenge_rating": "9", "cr": 9.0, "actions": [ { "name": "Multiattack", "desc": "The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice." }, { "name": "Spined Slap", "desc": "Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.", "attack_bonus": 9, "damage_dice": "1d8+5" }, { "name": "Spine Shot", "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.", "attack_bonus": 6, "damage_dice": "3d6+2" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spine Trap", "desc": "With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.\n\nA creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again." } ], "spell_list": [], "page_no": 269, "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_nharyth/" }, { "slug": "ogrepede", "desc": "The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power._ \nSpecial torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack. \n**Vicious Louts.** Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults. \n**Noisy Wanderers.** People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties. \n**Poor Allies.** Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable. \n**Undead Nature.** An ogrepede doesn’t require air, food, drink, or sleep.", "name": "Ogrepede", "size": "Huge", "type": "Undead", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 142, "hit_dice": "15d12+45", "speed": { "walk": 40, "climb": 20 }, "strength": 21, "dexterity": 9, "constitution": 17, "intelligence": 5, "wisdom": 5, "charisma": 3, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": 0, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, poisoned, prone", "senses": "darkvision 90 ft., passive Perception 7", "languages": "understands all languages it knew in life but can’t speak", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The ogrepede makes two attacks: one with its bite and one with its slam." }, { "name": "Bite", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 8, "damage_dice": "2d10+5" }, { "name": "Slam", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, or 8 (1d6 + 5) bludgeoning damage if the ogrepede has half its hp or fewer. If the ogrepede scores a critical hit, it rolls the damage dice three times, instead of twice.", "attack_bonus": 8, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Haphazard Charge", "desc": "If the ogrepede moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the attack is treated as though the ogrepede scored a critical hit, but attack rolls against the ogrepede have advantage until the start of its next turn." }, { "name": "Overwhelming Assault", "desc": "When the ogrepede scores a critical hit, each creature within 5 feet of the target must succeed on a DC 16 Wisdom saving throw or be frightened of the ogrepede for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ogrepede's Overwhelming Assault for the next 24 hours." } ], "spell_list": [], "page_no": 275, "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_ogrepede/" }, { "slug": "parzzval", "desc": "Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance._ \n**Bottomless Hunger.** Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available. \n**Ambush Hunters.** Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward.", "name": "Parzz’val", "size": "Large", "type": "Aberration", "subtype": "", "group": null, "alignment": "chaotic evil", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 115, "hit_dice": "11d10+55", "speed": { "walk": 50 }, "strength": 21, "dexterity": 16, "constitution": 20, "intelligence": 5, "wisdom": 10, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "stealth": 6 }, "damage_vulnerabilities": "thunder", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "acid", "condition_immunities": "blinded, charmed, unconscious", "senses": "blindsight 120 ft., passive Perception 10", "languages": "Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The parzz'val makes three attacks: one with its oversized maw and two with its oversized fists." }, { "name": "Oversized Fist", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.", "attack_bonus": 8, "damage_dice": "2d4+5" }, { "name": "Oversized Maw", "desc": "Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (2d8) acid damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the parzz'val. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the parzz'val, and it takes 18 (4d8) acid damage at the start of each of the parzz'val's turns. A parzz'val can have only one creature swallowed at a time.\n\nIf the parzz'val takes 15 damage or more on a single turn from a creature inside it, the parzz'val must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the parzz'val. If the parzz'val dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.", "attack_bonus": 8, "damage_dice": "2d6+5" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Caustic Web (Recharge 5-6)", "desc": "As a bonus action, the parzz'val can spit a sticky, acidic web in a 20-foot cube. The web must be placed wholly within 60 feet of the parzz'val and must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web layered over a flat surface has a depth of 5 feet. The web is difficult terrain and lightly obscures the area.\n\nA creature that starts its turn in the web or enters the web during its turn must make a DC 16 Dexterity saving throw, taking 9 (2d8) acid damage on a failed save, or half as much damage on a successful one.\n\nThe web persists for 1 minute before collapsing. The parzz'val is immune to the effects of its web and the webs of other parzz'vals." }, { "name": "Pummel", "desc": "If the parzz'val deals damage to a creature with three melee attacks in one round, it has advantage on all melee attacks it makes against that creature in the next round." }, { "name": "Regeneration", "desc": "The parzz'val regains 10 hp at the start of its turn if it has at least 1 hp." } ], "spell_list": [], "page_no": 292, "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_parzzval/" }, { "slug": "qiqirn", "desc": "This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back._ \n**Arctic Legends.** Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. \n**Afraid of Civilization.** Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. \n**Spirit Dog.** A qiqirn’s fear of civilization is built on the basis of self-preservation. The Open Game License", "name": "Qiqirn", "size": "Small", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": null, "hit_points": 38, "hit_dice": "7d6+14", "speed": { "walk": 30 }, "strength": 15, "dexterity": 18, "constitution": 14, "intelligence": 5, "wisdom": 12, "charisma": 13, "strength_save": null, "dexterity_save": null, "constitution_save": 4, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "understands Common but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.", "attack_bonus": 6, "damage_dice": "1d6+4" }, { "name": "Spirit-infused Yip", "desc": "The qiqirn releases a spirt-infused yip at one creature it can see within 30 feet of it. If the target can hear the qiqirn, it must make a DC 12 Wisdom saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one." } ], "bonus_actions": null, "reactions": [ { "name": "Horrifying Wail", "desc": "When the qiqirn takes damage, the spirits infusing it cry out, afraid of losing their host. If the creature that dealt the damage can hear the qiqirn, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of its next turn." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The qiqirn has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Self-loathing", "desc": "A creature the qiqirn can hear can use its action to say “qiqirn” and make a Charisma (Intimidation) check. If it does so, the qiqirn must succeed on a Wisdom saving throw with a DC equal to the creature's Charisma (Intimidation) check or be frightened of that creature until the end of its next turn. If the qiqirn succeeds on the saving throw, it can't be frightened by that creature for the next 24 hours." } ], "spell_list": [], "page_no": 301, "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_qiqirn/" } ] }