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=-senses&page=27
https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-senses&page=28", "previous": "https://api-beta.open5e.com/v1/monsters/?format=api&ordering=-senses&page=26", "results": [ { "slug": "clockworkhound-tob1-2023", "desc": "False", "name": "Clockwork Hound", "size": "Medium", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 12, "armor_desc": "", "hit_points": 71, "hit_dice": "11d8 + 22", "speed": { "walk": 50 }, "strength": 16, "dexterity": 15, "constitution": 14, "intelligence": 1, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Athletics": 7, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common but can’t speak", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage." }, { "name": "Tripping Tongue", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The clockwork hound doesn't require air, food, drink, or sleep." }, { "name": "Diligent Tracker", "desc": "The clockwork hound has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on scent or that are made to find a creature." }, { "name": "Explosive Core", "desc": "The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Immutable Form", "desc": "The clockwork hound is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork hound has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 61, "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-hound/" }, { "slug": "clockworkhuntsman-tob1-2023", "desc": "False", "name": "Clockwork Huntsman", "size": "Medium", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 99, "hit_dice": "18d8 + 18", "speed": { "walk": 40 }, "strength": 17, "dexterity": 14, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 1, "strength_save": 5, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Perception": 4, "Survival": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common but can’t speak", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage." }, { "name": "Net Cannon (4/Day)", "desc": "Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature." } ], "bonus_actions": [ { "name": "Reel", "desc": "The clockwork huntsman pulls a creature restrained by its net up to 15 feet straight toward it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The clockwork huntsman doesn't require air, food, drink, or sleep." }, { "name": "Explosive Core", "desc": "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one." }, { "name": "Immutable Form", "desc": "The clockwork huntsman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork huntsman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 62, "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-huntsman/" }, { "slug": "clockworkwatchman-tob1-2023", "desc": "False", "name": "Clockwork Watchman", "size": "Medium", "type": "Construct", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 44, "hit_dice": "8d8 + 8", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 12, "intelligence": 5, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Athletics": 4, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Halberd", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage." }, { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage." }, { "name": "Net Cannon (4/Day)", "desc": "Ranged Weapon Attack: +3 to hit, range 10/20 ft., one target. Hit: If the target is a Large or smaller creature, it is restrained. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 10 Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature." } ], "bonus_actions": [ { "name": "Reel", "desc": "The clockwork watchman pulls a creature restrained by its net up to 15 feet straight toward it." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Construct Nature", "desc": "The clockwork watchman doesn't require air, food, drink, or sleep." }, { "name": "Immutable Form", "desc": "The clockwork watchman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork watchman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 64, "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-watchman/" }, { "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": "drakon-tob1-2023", "desc": "False", "name": "Drakon", "size": "Large", "type": "Dragon", "subtype": "", "group": "null", "alignment": "Unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d10 + 28", "speed": { "walk": 40, "fly": 30 }, "strength": 14, "dexterity": 19, "constitution": 15, "intelligence": 2, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Perception": 4, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "acid", "damage_immunities": "False", "condition_immunities": "paralyzed", "senses": "darkvision 60 ft., passive Perception 14", "languages": "—", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drakon makes one Bite attack and one Tail attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage." }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage." }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 28 (8d6) acid 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": "Amphibious", "desc": "The drakon can breathe air and water." }, { "name": "Dissolving Gaze", "desc": "When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed save, the creature takes 3 (1d6) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is paralyzed until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0." } ], "spell_list": [], "page_no": 147, "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_drakon/" }, { "slug": "duelist-tob1-2023", "desc": "False", "name": "Duelist", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 117, "hit_dice": "18d8 + 36", "speed": { "walk": 30 }, "strength": 13, "dexterity": 20, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 14, "skills": { "Acrobatics": 8, "Deception": 6, "Perception": 4, "Stealth": 8 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey duelist makes two Rapier attacks and one Dagger attack." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 14 (4d6) poison damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage." } ], "bonus_actions": [ { "name": "Shadow Traveler (3/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": "Parry", "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Duelist's Mobility", "desc": "Opportunity attacks made against the duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement." }, { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "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": 159, "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_duelist/" }, { "slug": "duskthorndryad-tob1-2023", "desc": "False", "name": "Duskthorn Dryad", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 77, "hit_dice": "14d8 + 14", "speed": { "walk": 30 }, "strength": 10, "dexterity": 20, "constitution": 13, "intelligence": 14, "wisdom": 15, "charisma": 24, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 14, "skills": { "Animal Handling": 4, "Deception": 9, "Nature": 6, "Perception": 4, "Persuasion": 9, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan, Umbral", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The duskthorn dryad makes two Thorned Slam or Thorn attacks." }, { "name": "Thorned Slam", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage." }, { "name": "Thorn", "desc": "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 10 (2d4 + 5) piercing damage." }, { "name": "Children of the Forest (1/Day)", "desc": "The dryad magically calls 1d4 boars, constrictor snakes, or wolves, or it calls 1 child of the briar. The called creatures arrive in 1d4 rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action." }, { "name": "Spellcasting", "desc": "The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):\nAt will: druidcraft\n3/day each: charm person, entangle, invisibility\n1/day each: barkskin, spike growth, suggestion" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Magic Resistance", "desc": "The dryad has advantage on saving throws against spells and other magical effects." }, { "name": "Speak with Beasts and Plants", "desc": "The dryad can communicate with beasts and plants as if they shared a language." }, { "name": "Tree Stride", "desc": "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." } ], "spell_list": [], "page_no": 150, "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_duskthorn-dryad/" }, { "slug": "fardarrig-tob1-2023", "desc": "False", "name": "Far Darrig", "size": "Small", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral", "armor_class": 14, "armor_desc": "hide armor", "hit_points": 84, "hit_dice": "13d6 + 39", "speed": { "walk": 30 }, "strength": 17, "dexterity": 16, "constitution": 17, "intelligence": 11, "wisdom": 15, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 5, "perception": 14, "skills": { "Nature": 4, "Animal Handling": 4, "Perception": 4, "Survival": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The far darrig makes two Antler Glaive attacks." }, { "name": "Antler Glaive", "desc": "Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage or slashing damage (the far darrig's choice) plus 3 (1d6) force damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone." }, { "name": "Woodland Friends (1/Day)", "desc": "The far darrig magically calls 1d4 elk or giant weasels. The called Beasts arrive in 1d4 rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action." } ], "bonus_actions": [ { "name": "Nimble Woodsman", "desc": "The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [], "spell_list": [], "page_no": 167, "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_far-darrig/" }, { "slug": "foresthunter-tob1-2023", "desc": "False", "name": "Forest Hunter", "size": "Medium", "type": "Humanoid", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 104, "hit_dice": "19d8 + 19", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 12, "intelligence": 11, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 7, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 14, "skills": { "Perception": 4, "Stealth": 10, "Survival": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two Dagger or Longbow attacks." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) poison damage." }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage." } ], "bonus_actions": [ { "name": "Shadow Traveler (3/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": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Evasion", "desc": "If the forest hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the hunter instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails." }, { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Forest and Urban Hunter", "desc": "The forest hunter has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find and track Beasts and Humanoids." }, { "name": "Charging Archer", "desc": "If the forest hunter moves at least 10 feet straight toward a target after hitting the target with a Longbow attack, the forest hunter can make one Dagger attack against the target as a bonus action." }, { "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": 161, "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-hunter/" }, { "slug": "gildeddevil-tob1-2023", "desc": "False", "name": "Gilded Devil", "size": "Medium", "type": "Fiend", "subtype": "", "group": "null", "alignment": "Lawful Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 112, "hit_dice": "15d8 + 45", "speed": { "walk": 30 }, "strength": 20, "dexterity": 15, "constitution": 17, "intelligence": 15, "wisdom": 18, "charisma": 17, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 7, "charisma_save": 6, "perception": 14, "skills": { "Deception": 9, "History": 5, "Insight": 7, "Persuasion": 9, "Sleight of Hand": 5 }, "damage_vulnerabilities": "False", "damage_resistances": "cold; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons", "damage_immunities": "fire, poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Celestial, Common, Draconic, Infernal, telepathy 120 ft.", "challenge_rating": "7", "cr": 7.0, "actions": [ { "name": "Multiattack", "desc": "The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks." }, { "name": "Golden Flail", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 14 (4d6) fire damage." }, { "name": "Hurl Flame", "desc": "Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) fire damage." }, { "name": "Teleport (Recharge 4-6)", "desc": "The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." }, { "name": "Voracious Greed", "desc": "The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a DC 15 Dexterity saving throw to prevent the consumption." }, { "name": "Spellcasting", "desc": "The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: alter self, detect thoughts, suggestion\n3/day each: charm person, scrying" } ], "bonus_actions": [ { "name": "Betrayal of Riches (Recharge 4-6)", "desc": "One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the target takes 13 (3d8) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is blinded or deafened (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Devil's Sight", "desc": "Magical darkness doesn't impede the gilded devil's darkvision." }, { "name": "Golden Flail", "desc": "The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra 4d6 fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action." }, { "name": "Liar's Largesse", "desc": "If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities." }, { "name": "Magic Resistance", "desc": "The gilded devil has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 95, "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_gilded-devil/" }, { "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": "leshy-tob1-2023", "desc": "False", "name": "Leshy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "7d8 + 14", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 14, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Deception": 5, "Perception": 4, "Stealth": 3, "Survival": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Club", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 5 (2d4) poison damage." }, { "name": "Frightening Mien (Recharge 5-6)", "desc": "The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a DC 13 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. A creature is immune to Frightening Mien if it can see through illusions." }, { "name": "Encourage Growth (1/Day)", "desc": "The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours." }, { "name": "Familiar", "desc": "The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Mimicry", "desc": "The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check." }, { "name": "Plant Camouflage", "desc": "The leshy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life." }, { "name": "Speak with Beasts and Plants", "desc": "The leshy can communicate with Beasts and Plants as if they shared a language." }, { "name": "Vine-Wrapped Weapons", "desc": "The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra 2d4 poison damage (included in the attack)." }, { "name": "Woodland Stride", "desc": "Difficult terrain composed of magical or nonmagical plants doesn't cost the leshy extra movement." } ], "spell_list": [], "page_no": 251, "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_leshy/" }, { "slug": "mallqui-tob1-2023", "desc": "False", "name": "Mallqui", "size": "Medium", "type": "Undead", "subtype": "", "group": "null", "alignment": "Lawful Neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 120, "hit_dice": "16d8 + 48", "speed": { "walk": 30 }, "strength": 16, "dexterity": 9, "constitution": 16, "intelligence": 11, "wisdom": 18, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 3, "wisdom_save": null, "charisma_save": 5, "perception": 14, "skills": { "History": 3, "Insight": 7, "Religion": 3 }, "damage_vulnerabilities": "False", "damage_resistances": "cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "necrotic, poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages it knew in life", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Xeric Blast", "desc": "Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) necrotic damage." }, { "name": "Xeric Aura", "desc": "Each creature within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours." }, { "name": "Spellcasting", "desc": "The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):\nAt will: druidcraft\n3/day each: create or destroy water, entangle\n1/day each: locate animals or plants, wind wall" } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Regeneration", "desc": "The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate." }, { "name": "Undead Nature", "desc": "The mallqui doesn't require air, food, drink, or sleep." }, { "name": "Water Hypersusceptibility", "desc": "For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 (1d4) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water." } ], "spell_list": [], "page_no": 261, "environments": [], "img_main": "http://api-beta.open5e.com/", "document__slug": "tob-2023", "document__title": "Tome of Beasts 2023", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/", "v2_converted_path": "/v2/creatures/tob-2023_mallqui/" }, { "slug": "malphas-tob1-2023", "desc": "False", "name": "Malphas", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 135, "hit_dice": "18d8 + 54", "speed": { "walk": 30, "fly": 40 }, "strength": 19, "dexterity": 19, "constitution": 16, "intelligence": 14, "wisdom": 13, "charisma": 18, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": null, "perception": 14, "skills": { "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Ravenfolk, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 10 (3d6) necrotic damage." }, { "name": "Shadow Bolt", "desc": "Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) necrotic damage." } ], "bonus_actions": [], "reactions": [ { "name": "Shadow Call", "desc": "When the malphas is hit by a ranged attack, it can make one Shadow Bolt attack against the attacker. The malphas doesn't have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources." } ], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Shadow-Infused Weapons", "desc": "The malphas's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack)." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 262, "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_malphas/" }, { "slug": "mirager-tob1-2023", "desc": "False", "name": "Mirager", "size": "Medium", "type": "Fey", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 13, "armor_desc": "", "hit_points": 78, "hit_dice": "12d8 + 24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 19, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Deception": 6, "Performance": 8, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The mirager makes two Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is also grappled (escape DC 13). The mirager can grapple only one creature at a time." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage." }, { "name": "Thirsting Kiss", "desc": "Melee Spell Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the mirager, incapacitated, or restrained. Hit: 22 (4d8 + 4) necrotic damage, and the mirager gains temporary hp equal to half that amount." }, { "name": "Blow Kiss", "desc": "The mirager blows a kiss at a creature charmed by it. The target must make a DC 14 Charisma saving throw. On a failure, a creature takes 17 (5d6) psychic damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and the charmed condition immediately ends on it." }, { "name": "Illusory Appearance", "desc": "The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies." }, { "name": "Spellcasting", "desc": "The mirager casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):\n3/day: charm person\n1/day each: hallucinatory terrain (as an action), suggestion" } ], "bonus_actions": [ { "name": "Sand Dancer", "desc": "While in sandy terrain, the mirager takes the Dash or Disengage action." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Sensuous Grace", "desc": "The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn." } ], "spell_list": [], "page_no": 271, "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_mirager/" }, { "slug": "qwyllion-tob1-2023", "desc": "False", "name": "Qwyllion", "size": "Medium", "type": "Aberration", "subtype": "", "group": "null", "alignment": "Neutral Evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8 + 52", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 19, "intelligence": 12, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": 8, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 14, "skills": { "Acrobatics": 11, "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "acid, fire; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "False", "condition_immunities": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Goblin, Infernal, Sylvan, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage." }, { "name": "Deadly Gaze", "desc": "Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time." }, { "name": "Charm", "desc": "One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours." } ], "bonus_actions": [], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Nauseating Stench", "desc": "A creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature that fails this saving throw is also incapacitated while poisoned in this way. A poisoned 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 qwyllion's Nauseating Stench for the next 24 hours." } ], "spell_list": [], "page_no": 298, "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_qwyllion/" }, { "slug": "thuellai-tob1-2023", "desc": "False", "name": "Thuellai", "size": "Huge", "type": "Elemental", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 17, "armor_desc": "", "hit_points": 161, "hit_dice": "14d12 + 70", "speed": { "walk": 100 }, "strength": 22, "dexterity": 24, "constitution": 20, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 6, "perception": 14, "skills": { "Perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Primordial", "challenge_rating": "12", "cr": 12.0, "actions": [ { "name": "Multiattack", "desc": "The thuellai makes three Icy Claw attacks." }, { "name": "Icy Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) cold damage." }, { "name": "Freezing Breath (Recharge 5-6)", "desc": "The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 49 (14d6) 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": "Chilling Presence", "desc": "At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a DC 17 Constitution saving throw or take 7 (2d6) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a DC 17 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute." }, { "name": "Elemental Nature", "desc": "The thuellai doesn't require air, food, drink, or sleep." }, { "name": "Snowsight", "desc": "The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty." } ], "spell_list": [], "page_no": 360, "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_thuellai/" }, { "slug": "thursir-tob1-2023", "desc": "False", "name": "Thursir", "size": "Large", "type": "Giant", "subtype": "", "group": "null", "alignment": "Neutral Evil (50%) or Lawful Evil (50%)", "armor_class": 13, "armor_desc": "chain shirt", "hit_points": 114, "hit_dice": "12d10 + 48", "speed": { "walk": 40 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 13, "wisdom": 15, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "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": "False", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Giant", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Warhammer", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage if used with two hands to make a melee attack." }, { "name": "Rock", "desc": "Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage." } ], "bonus_actions": [ { "name": "Runic Blood (3/Day)", "desc": "The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Cast Iron Stomach", "desc": "The thursir has advantage on saving throws against being poisoned." } ], "spell_list": [], "page_no": 210, "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_thursir/" }, { "slug": "vaporlynx-tob1-2023", "desc": "False", "name": "Vapor Lynx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": "null", "alignment": "Chaotic Neutral", "armor_class": 14, "armor_desc": "", "hit_points": 127, "hit_dice": "15d10 + 45", "speed": { "walk": 30 }, "strength": 15, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Perception": 4, "Stealth": 7 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vapor lynx makes one Bite attack and two Claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage." }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage." }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The vapor lynx exhales poisonous fog in a 20-foot radius centered on itself. The fog spreads around corners, and its area is heavily obscured. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. The fog lasts for 1 minute. A creature that starts its turn in the fog or enters the fog for the first time on a turn must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn." } ], "bonus_actions": [ { "name": "Fog Step", "desc": "The vapor lynx 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 fog." } ], "reactions": [], "legendary_desc": null, "legendary_actions": [], "special_abilities": [ { "name": "Fog Flow", "desc": "While in fog or mist, the vapor lynx can move through a space as narrow at 1 inch wide without squeezing, provided the fog or mist is flowing through the space." }, { "name": "Hazesight", "desc": "The vapor lynx can see through areas obscured by fog, mist, and steam without penalty." }, { "name": "Swamp Walk", "desc": "Difficult terrain composed of mud, shallow water, and water plants doesn't cost the vapor lynx extra movement." } ], "spell_list": [], "page_no": 383, "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_vapor-lynx/" }, { "slug": "witchlight-tob1-2023", "desc": "False", "name": "Witchlight", "size": "Tiny", "type": "Construct", "subtype": "", "group": "null", "alignment": "Any Alignment", "armor_class": 12, "armor_desc": "", "hit_points": 20, "hit_dice": "8d4", "speed": { "walk": 40 }, "strength": 1, "dexterity": 14, "constitution": 10, "intelligence": 10, "wisdom": 15, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 14, "skills": { "Perception": 4 }, "damage_vulnerabilities": "False", "damage_resistances": "False", "damage_immunities": "poison, psychic, radiant", "condition_immunities": "blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands the languages of its creator but can’t speak", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Light Blast", "desc": "Melee or Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) radiant damage." }, { "name": "Flash (3/Day)", "desc": "The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a DC 12 Dexterity saving throw or be blinded for 1 minute. A creature can make a DC 12 Constitution 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": "Antimagic Susceptibility", "desc": "The witchlight is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the witchlight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." }, { "name": "Construct Nature", "desc": "The witchlight doesn't require air, food, drink, or sleep." }, { "name": "Variable Illumination", "desc": "The witchlight sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action." } ], "spell_list": [], "page_no": 397, "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_witchlight/" }, { "slug": "accursed-defiler", "desc": "_A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes._ \n**Cursed to Wander and Thirst.** Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand. \n**Unceasing Hatred.** The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe. \n**Servants to Great Evil.** On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands. \n**Undead Nature.** An accursed defiler doesn’t require air, food, drink, or sleep.", "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": 4, "skills": { "perception": 4, "stealth": 4 }, "damage_vulnerabilities": "", "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 a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 6, "damage_dice": "2d6" }, { "name": "Sandslash (Recharge 5-6)", "desc": "As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cursed Existence", "desc": "When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away 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 an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage." } ], "spell_list": [], "page_no": 12, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_accursed-defiler/" }, { "slug": "angatra", "desc": "_This withered creature wrapped in gore-stained rags. They can pull back a tattered hood to reveal glowing eyes hungry with bloodlust._ \nIn certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed. \n**Bound Remains Entombed.** The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead. \n**Slow Ritual Cleansing.** Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once‑accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra. \n**Angry Spirit.** The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to to share the torment and wrath it endured while its spirit lingered.", "name": "Angatra", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 85, "hit_dice": "10d8+40", "speed": { "walk": 50 }, "strength": 14, "dexterity": 20, "constitution": 18, "intelligence": 8, "wisdom": 12, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "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": "all languages it knew in life", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The angatra makes two attacks with its claws." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.", "attack_bonus": 8, "damage_dice": "2d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Agonizing Gaze", "desc": "When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save." }, { "name": "Ancestral Wrath", "desc": "The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks." } ], "spell_list": [], "page_no": 19, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_angatra/" }, { "slug": "beli", "desc": "_These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice._ \nThese malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers. \n**Servants of the North Wind.** Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar. \n**Feast Crashers.** Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks. \n**Fear of Druids.** They have an irrational fear of northern druids and their snow bear companions.", "name": "Beli", "size": "Small", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 45, "hit_dice": "10d6+10", "speed": { "walk": 30, "fly": 30 }, "strength": 11, "dexterity": 16, "constitution": 12, "intelligence": 8, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": 5, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 5 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "cold", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Giant", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Ice Dagger", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.", "attack_bonus": 5, "damage_dice": "1d4" }, { "name": "Icy Shortbow", "desc": "Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.", "attack_bonus": 5, "damage_dice": "1d4" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Arctic Hunter", "desc": "Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings." }, { "name": "Cold Regeneration", "desc": "As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate." }, { "name": "Flyby", "desc": "The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach." }, { "name": "Innate Spellcasting", "desc": "the beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:\n\nat will: invisibility\n\n3/day: chill touch" } ], "spell_list": [], "page_no": 35, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_beli/" }, { "slug": "broodiken", "desc": "_Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth._ \n**Bodily Children.** Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight. \n**Emotional Echoes.** Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents. \n**Born With Daggers.** Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest. \nIf the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator. \n**Constructed Nature.** A broodiken doesn’t require air, food, drink, or sleep.", "name": "Broodiken", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "neutral", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 55, "hit_dice": "10d4+30", "speed": { "walk": 20, "climb": 20 }, "strength": 8, "dexterity": 14, "constitution": 16, "intelligence": 2, "wisdom": 10, "charisma": 6, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Attach", "desc": "When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The broodiken is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The broodiken has advantage on saving throws against spells and other magical effects." }, { "name": "Shared Rage", "desc": "A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing." } ], "spell_list": [], "page_no": 45, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_broodiken/" }, { "slug": "child-of-the-briar", "desc": "_Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body._ \n**Born of Magic.** Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power. \n**Thorn Fortresses.** Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood. \n**Spies and Scouts.** From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood. \nThe fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease.", "name": "Child Of The Briar", "size": "Tiny", "type": "Plant", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 50, "hit_dice": "20d4", "speed": { "walk": 20, "climb": 10 }, "strength": 6, "dexterity": 17, "constitution": 11, "intelligence": 13, "wisdom": 10, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "fire", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Briarclick, Common, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it." }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Spitdart Tongue (Recharge 4-6)", "desc": "Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.", "attack_bonus": 5, "damage_dice": "1d6+3" }, { "name": "Entangle", "desc": "Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects." }, { "name": "Thorny Grapple", "desc": "A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Blood", "desc": "Children of the briar count as both plant and fey for any effect related to type." } ], "spell_list": [], "page_no": 56, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_child-of-the-briar/" }, { "slug": "clockwork-hound", "desc": "_This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth._ \n**Ticking Bloodhounds.** Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy. \n**Toy Variants.** Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit. \n**Serve the Rulers.** Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards. \n**Constructed Nature.** A clockwork hound doesn’t require air, food, drink, or sleep.", "name": "Clockwork Hound", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 12, "armor_desc": "natural armor", "hit_points": 71, "hit_dice": "11d8+22", "speed": { "walk": 50 }, "strength": 16, "dexterity": 15, "constitution": 14, "intelligence": 1, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": 4, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 7, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.", "attack_bonus": 5, "damage_dice": "2d10" }, { "name": "Tripping Tongue", "desc": "Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Explosive Core", "desc": "The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork hound is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork hound has advantage on saving throws against spells and other magical effects." }, { "name": "Diligent Tracker", "desc": "Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking." } ], "spell_list": [], "page_no": 62, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_clockwork-hound/" }, { "slug": "clockwork-huntsman", "desc": "_A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir._ \n**Slave Hunters.** These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. \nHuntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance. \n**Despised Machines.** Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them. \n**Obedient to Orders.** Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down. \nClockwork huntsmen stand nearly six feet tall and weigh 400 lb. \n**Constructed Nature.** A clockwork huntsman doesn’t require air, food, drink, or sleep.", "name": "Clockwork Huntsman", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "", "hit_points": 110, "hit_dice": "20d8+20", "speed": { "walk": 40 }, "strength": 17, "dexterity": 14, "constitution": 12, "intelligence": 4, "wisdom": 10, "charisma": 1, "strength_save": 5, "dexterity_save": 4, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Longsword", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Net Cannon", "desc": "Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.", "attack_bonus": 4, "damage_dice": "0" }, { "name": "Explosive Core", "desc": "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork huntsman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork huntsman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 63, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_clockwork-huntsman/" }, { "slug": "clockwork-watchman", "desc": "_This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady._ \n**Lightly Armored Servants.** Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts. \n**Constant Rounds.** They endlessly patrol the city day and night, pausing only to receive maintenance and new boots. \n**Shouts & Stutters.** Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run. \n**Constructed Nature.** A clockwork watchman doesn’t require air, food, drink, or sleep.", "name": "Clockwork Watchman", "size": "Medium", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 55, "hit_dice": "10d8+10", "speed": { "walk": 30 }, "strength": 14, "dexterity": 12, "constitution": 12, "intelligence": 5, "wisdom": 10, "charisma": 1, "strength_save": null, "dexterity_save": null, "constitution_save": 3, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 4, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison, psychic", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, petrified, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common", "challenge_rating": "1/2", "cr": 0.5, "actions": [ { "name": "Halberd", "desc": "Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "1d10" }, { "name": "Slam", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.", "attack_bonus": 4, "damage_dice": "1d6" }, { "name": "Net Cannon", "desc": "Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.", "attack_bonus": 3, "damage_dice": "0" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The clockwork watchman is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The clockwork watchman has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 65, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_clockwork-watchman/" }, { "slug": "drakon", "desc": "_These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right._ \n**Searing Acid.** Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid. \n**Dissolving Gaze.** The gaze of a drakon can paralyze creatures and dissolve them. \n**Coastal Beasts.** Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland.", "name": "Drakon", "size": "Large", "type": "Beast", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 105, "hit_dice": "14d10+28", "speed": { "walk": 30, "fly": 60, "swim": 40 }, "strength": 14, "dexterity": 19, "constitution": 15, "intelligence": 2, "wisdom": 12, "charisma": 10, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "acid", "damage_immunities": "", "condition_immunities": "paralyzed", "senses": "darkvision 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The drakon makes one bite attack and one tail attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.", "attack_bonus": 7, "damage_dice": "2d6" }, { "name": "Tail", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Acid Breath (Recharge 5-6)", "desc": "The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Dissolving Gaze", "desc": "When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw." } ], "spell_list": [], "page_no": 157, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_drakon/" }, { "slug": "fext", "desc": "_Taut dead skin, adorned entirely with tattooed fish scales, covers this woman’s face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a strange sword. Her pale eyes stare, unblinking._ \n**Undead Warlock Slaves.** Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron. \n**Linked to a Master.** Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron’s mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron. \nThe process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve. \n**Outdoing Rivals.** Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuverings amongst themselves to curry favor with their powerful lord. Each fext is bound to obey commands, but they attempt to carry them out to the detriment of their competitors. Scheming is common and rampant among them and they try to work without the aid of other fext as much as possible. \n**Undead Nature.** A fext doesn’t require air, food, drink, or sleep.", "name": "Fext", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "any alignment", "armor_class": 17, "armor_desc": "natural armor", "hit_points": 60, "hit_dice": "11d8+11", "speed": { "walk": 30 }, "strength": 14, "dexterity": 16, "constitution": 1, "intelligence": 14, "wisdom": 12, "charisma": 18, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 7, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "bludgeoning, piercing, and slashing damage with nonmagical weapons", "damage_immunities": "", "condition_immunities": "charmed, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "the languages spoken by its patron", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The fext makes two melee or ranged attacks." }, { "name": "Eldritch Blade", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 16 (3d10) force damage.", "attack_bonus": 5, "damage_dice": "2d6+2" }, { "name": "Eldritch Fury", "desc": "Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.", "attack_bonus": 6, "damage_dice": "4d10" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:at will: hex3/day each: counterspell, fear, gaseous form1/day each: hold monster, true seeing" }, { "name": "Magic Resistance", "desc": "The fext has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The fext's weapon attacks are magical." }, { "name": "Patron Blessing", "desc": "A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier." } ], "spell_list": [], "page_no": 183, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_fext/" }, { "slug": "leshy", "desc": "_A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines._ \n**Expanding the Wild.** Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose. \n**Ax Thieves.** Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray. \n**Accept Bribes.** With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands.", "name": "Leshy", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 84, "hit_dice": "13d8+26", "speed": { "walk": 30 }, "strength": 16, "dexterity": 12, "constitution": 14, "intelligence": 14, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 5, "perception": 4, "stealth": 3, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Sylvan", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The leshy makes two club attacks." }, { "name": "Change Size", "desc": "The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change." }, { "name": "Club", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: animal friendship, pass without trace, speak with animals\n\n1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter" }, { "name": "Camouflage", "desc": "A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage." }, { "name": "Mimicry", "desc": "A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)-DM's choice-realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice." } ], "spell_list": [], "page_no": 272, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_leshy/" }, { "slug": "malphas-storm-crow", "desc": "", "name": "Malphas (Storm Crow)", "size": "Medium", "type": "Fey", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "studded leather", "hit_points": 120, "hit_dice": "16d8+48", "speed": { "walk": 40, "fly": 30 }, "strength": 19, "dexterity": 19, "constitution": 16, "intelligence": 14, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": 7, "constitution_save": 6, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 5, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Giant, Ravenfolk, Sylvan", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The malphas makes three longsword attacks." }, { "name": "Longsword", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Shadow Call", "desc": "A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:\n\nat will: magic missile\n\n1/day: haste" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." }, { "name": "Night Terror (1/round)", "desc": "As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target." }, { "name": "Swordtrained", "desc": "Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons." } ], "spell_list": [], "page_no": 283, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_malphas-storm-crow/" }, { "slug": "map-mimic", "desc": "", "name": "Map Mimic", "size": "Tiny", "type": "Aberration", "subtype": "shapechanger", "group": null, "alignment": "neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 32, "hit_dice": "5d8+10", "speed": { "walk": 30, "fly": 15 }, "strength": 10, "dexterity": 15, "constitution": 14, "intelligence": 13, "wisdom": 15, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "acid", "condition_immunities": "prone", "senses": "darkvision 60 ft., passive Perception 14", "languages": "-", "challenge_rating": "1/4", "cr": 0.25, "actions": [ { "name": "Pseudopod", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.", "attack_bonus": 4, "damage_dice": "1d6" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Constrict Face", "desc": "When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn." }, { "name": "False Appearance (Object Form Only)", "desc": "While the mimic remains motionless, it is indistinguishable from an ordinary object." }, { "name": "Mimic Page", "desc": "The mimic can disguise itself as any tiny, flat object-a piece of leather, a plate-not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic." } ], "spell_list": [], "page_no": 289, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_map-mimic/" }, { "slug": "mirager", "desc": "_This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust._ \n**Humanoid Sand.** In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind. \n**Enticing Illusion.** A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty. \n**Thirst for Blood.** Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains.", "name": "Mirager", "size": "Medium", "type": "Fey", "subtype": "shapechanger", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "", "hit_points": 78, "hit_dice": "12d8+24", "speed": { "walk": 30 }, "strength": 12, "dexterity": 16, "constitution": 14, "intelligence": 10, "wisdom": 14, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "deception": 7, "perception": 4, "performance": 9 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack.", "desc": "The mirager makes two slam attacks." }, { "name": "Slam", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.", "attack_bonus": 5, "damage_dice": "1d6" }, { "name": "Thirst Kiss", "desc": "The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check." }, { "name": "Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)", "desc": "The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Shapechanger", "desc": "The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." }, { "name": "Innate Spellcasting", "desc": "the mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:\n\n3/day: charm person\n\n1/day each: hallucinatory terrain, suggestion" }, { "name": "Enthralling Mirage", "desc": "When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled." } ], "spell_list": [], "page_no": 291, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_mirager/" }, { "slug": "qwyllion", "desc": "_These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws._ \n**Twisted Nymphs.** Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves. \n**Frighten Animals.** Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them. \n**Goblin Mercenaries.** Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually.", "name": "Qwyllion", "size": "Medium", "type": "Aberration", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 30 }, "strength": 12, "dexterity": 20, "constitution": 19, "intelligence": 12, "wisdom": 13, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": 8, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "acrobatics": 11, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Goblin, Infernal, Sylvan, Void Speech", "challenge_rating": "8", "cr": 8.0, "actions": [ { "name": "Multiattack", "desc": "The qwyllion uses its deadly gaze if it can, and makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.", "attack_bonus": 8, "damage_dice": "3d12" }, { "name": "Deadly Gaze (recharge 5-6)", "desc": "The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control." }, { "name": "Innate Spellcasting", "desc": "the qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:\n\n3/day each: dominate person (range 20 feet), shatter" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Disruptive", "desc": "Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion." }, { "name": "Nauseating Aura", "desc": "The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect." } ], "spell_list": [], "page_no": 316, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_qwyllion/" }, { "slug": "shadow-fey-duelist", "desc": "", "name": "Shadow Fey Duelist", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 17, "armor_desc": "studded leather", "hit_points": 117, "hit_dice": "18d8+36", "speed": { "walk": 30 }, "strength": 13, "dexterity": 20, "constitution": 14, "intelligence": 13, "wisdom": 12, "charisma": 16, "strength_save": 8, "dexterity_save": null, "constitution_save": 5, "intelligence_save": null, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "arcana": 4, "deception": 6, "perception": 4, "stealth": 8 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "6", "cr": 6.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack." }, { "name": "Dagger", "desc": "Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.", "attack_bonus": 8, "damage_dice": "1d4" }, { "name": "Rapier", "desc": "Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 8, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": [ { "name": "Parry", "desc": "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon." } ], "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 171, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-duelist/" }, { "slug": "shadow-fey-forest-hunter", "desc": "", "name": "Shadow Fey Forest Hunter", "size": "Medium", "type": "Humanoid", "subtype": "elf", "group": null, "alignment": "lawful evil", "armor_class": 15, "armor_desc": "chain shirt", "hit_points": 104, "hit_dice": "19d8+19", "speed": { "walk": 30 }, "strength": 12, "dexterity": 18, "constitution": 12, "intelligence": 11, "wisdom": 12, "charisma": 16, "strength_save": null, "dexterity_save": 7, "constitution_save": 4, "intelligence_save": null, "wisdom_save": null, "charisma_save": 6, "perception": 4, "skills": { "arcana": 3, "perception": 4, "stealth": 10, "survival": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Elvish, Umbral", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The shadow fey makes two ranged attacks." }, { "name": "Rapier", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8" }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.", "attack_bonus": 7, "damage_dice": "1d8" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Fey Ancestry", "desc": "The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep." }, { "name": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n3/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Sneak Attack (1/turn)", "desc": "The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 173, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-forest-hunter/" }, { "slug": "shadow-fey-guardian", "desc": "", "name": "Shadow Fey Guardian", "size": "Large", "type": "Humanoid", "subtype": "elf", "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": 4, "skills": { "athletics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "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 makes two pike attacks." }, { "name": "Pike", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Javelin", "desc": "Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.", "attack_bonus": 6, "damage_dice": "2d6" } ], "bonus_actions": null, "reactions": [ { "name": "Protect", "desc": "The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction." } ], "legendary_desc": "", "legendary_actions": null, "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": "Innate Spellcasting", "desc": "the shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.\n\n1/day: misty step (when in shadows, dim light, or darkness only)" }, { "name": "Shadow's Vigil", "desc": "The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision." }, { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight." }, { "name": "Traveler in Darkness", "desc": "The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items." } ], "spell_list": [], "page_no": 171, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_shadow-fey-guardian/" }, { "slug": "thuellai", "desc": "_This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a thuellai howls like a dozen screaming banshees._ \n_**Servants of Boreas.**_ These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims. \n_**Terrifying Blizzards.**_ Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature. \n_**Immune to Steel.**_ Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness. \n_**Elemental Nature.**_ A theullali doesn’t require air, food, drink, or sleep.", "name": "Thuellai", "size": "Huge", "type": "Elemental", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 17, "armor_desc": "", "hit_points": 149, "hit_dice": "13d12+65", "speed": { "hover": true, "walk": 0, "fly": 100 }, "strength": 22, "dexterity": 24, "constitution": 20, "intelligence": 10, "wisdom": 11, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": 4, "wisdom_save": 4, "charisma_save": 6, "perception": 4, "skills": { "perception": 4 }, "damage_vulnerabilities": "fire", "damage_resistances": "lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "poison", "condition_immunities": "exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarvish, Primordial", "challenge_rating": "10", "cr": 10.0, "actions": [ { "name": "Multiattack", "desc": "The thuellai makes two claw attacks." }, { "name": "Claw", "desc": "Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.", "attack_bonus": 10, "damage_dice": "2d8+6" }, { "name": "Freezing Breath (Recharge 5-6)", "desc": "The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw." }, { "name": "Algid Aura", "desc": "All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn." }, { "name": "Howl of the Maddening Wind (3/day)", "desc": "a thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.\n\n1 - Act normally\n\n2-4 - Do nothing but babble incoherently\n\n5-6 - Do 1d8 damage + Str modifier to self with item in hand\n\n7-8 - Attack nearest target; select randomly if more than one" }, { "name": "Blizzard (1/Day)", "desc": "The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Air Mastery", "desc": "Airborne creatures have disadvantage on attack rolls against the thuellai." }, { "name": "Snow Vision", "desc": "The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness." } ], "spell_list": [], "page_no": 379, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_thuellai/" }, { "slug": "thursir-giant", "desc": "_Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf._ \n**Forge Masters.** Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item. \n**Enormous Appetites.** When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables. \n**Hearth Rune Priestesses.** Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property. \nThursir stand nine feet tall and weigh 600 lb.", "name": "Thursir Giant", "size": "Large", "type": "Giant", "subtype": "", "group": null, "alignment": "neutral evil (50%) lawful evil (50%)", "armor_class": 13, "armor_desc": "chain shirt", "hit_points": 114, "hit_dice": "12d10+48", "speed": { "walk": 40 }, "strength": 19, "dexterity": 10, "constitution": 18, "intelligence": 13, "wisdom": 15, "charisma": 11, "strength_save": null, "dexterity_save": null, "constitution_save": 6, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "athletics": 6, "perception": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Dwarven, Giant", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The giant makes two warhammer attacks." }, { "name": "Warhammer", "desc": "Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d8" }, { "name": "Rock", "desc": "Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.", "attack_bonus": 6, "damage_dice": "2d10" }, { "name": "Runic Blood (3/day)", "desc": "Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Cast Iron Stomach", "desc": "The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair." } ], "spell_list": [], "page_no": 227, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_thursir-giant/" }, { "slug": "vapor-lynx", "desc": "_These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog._ \n**Split the Herd.** Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels. \n**Dreary Marshlands.** Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet. \n**Chatty with Dinner.** Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement.", "name": "Vapor Lynx", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "chaotic neutral", "armor_class": 14, "armor_desc": "natural armor", "hit_points": 127, "hit_dice": "15d10+45", "speed": { "walk": 50, "climb": 30 }, "strength": 15, "dexterity": 18, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 14, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 4, "skills": { "perception": 4, "stealth": 7 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 14", "languages": "Common, Sylvan", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vapor lynx makes one bite attack and two claw attacks." }, { "name": "Bite", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "3d8" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8" }, { "name": "Poison Breath (Recharge 5-6)", "desc": "The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Innate Spellcasting", "desc": "the lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:\n\n3/day: gaseous form" }, { "name": "Smoky Constitution", "desc": "The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud." } ], "spell_list": [], "page_no": 398, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_vapor-lynx/" }, { "slug": "weaving-spider", "desc": "This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body. \n_**Cloth Makers.**_ These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes). \n_**Throw Poison.**_ Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered. \n_**Constructed Nature.**_ A clockwork weaving spider doesn’t require air, food, drink, or sleep.", "name": "Weaving Spider", "size": "Tiny", "type": "Construct", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 25, "hit_dice": "10d4", "speed": { "walk": 40, "climb": 40 }, "strength": 10, "dexterity": 16, "constitution": 10, "intelligence": 9, "wisdom": 8, "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": "", "damage_immunities": "poison", "condition_immunities": "blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 14", "languages": "understands Common", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Multiattack", "desc": "The weaving spider makes two trimming blade attacks or two needle shuttle attacks." }, { "name": "Trimming Blade", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.", "attack_bonus": 5, "damage_dice": "2d6" }, { "name": "Poisoned Needle Shuttle", "desc": "Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.", "attack_bonus": 5, "damage_dice": "1d8" }, { "name": "Unmaking", "desc": "The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)" } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Immutable Form", "desc": "The weaving spider is immune to any spell or effect that would alter its form." }, { "name": "Magic Resistance", "desc": "The weaving spider has advantage on saving throws against spells and other magical effects." } ], "spell_list": [], "page_no": 66, "environments": [], "img_main": null, "document__slug": "tob", "document__title": "Tome of Beasts", "document__license_url": "http://open5e.com/legal", "document__url": "https://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/", "v2_converted_path": "/v2/creatures/tob_weaving-spider/" }, { "slug": "ettercap", "desc": "", "name": "Ettercap", "size": "Medium", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 44, "hit_dice": "8d8+8", "speed": { "walk": 30, "climb": 30 }, "strength": 14, "dexterity": 15, "constitution": 13, "intelligence": 7, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4, "survival": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "2", "cr": 2.0, "actions": [ { "name": "Multiattack", "desc": "The ettercap makes two attacks: one with its bite and one with its claws." }, { "name": "Bite", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 }, { "name": "Claws", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.", "attack_bonus": 4, "damage_dice": "2d4", "damage_bonus": 2 }, { "name": "Web (Recharge 5-6)", "desc": "Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage." }, { "name": "Variant: Web Garrote", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit: 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.", "attack_bonus": 4, "damage_dice": "1d4", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Spider Climb", "desc": "The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Web Sense", "desc": "While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web." }, { "name": "Web Walker", "desc": "The ettercap ignores movement restrictions caused by webbing." } ], "spell_list": [], "page_no": 308, "environments": [ "Jungle", "Forest", "Swamp" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_ettercap/" }, { "slug": "giant-weasel", "desc": "", "name": "Giant Weasel", "size": "Medium", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 13, "armor_desc": null, "hit_points": 9, "hit_dice": "2d8", "speed": { "walk": 40 }, "strength": 11, "dexterity": 16, "constitution": 10, "intelligence": 4, "wisdom": 12, "charisma": 5, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 5 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "1/8", "cr": 0.125, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d4", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Hearing and Smell", "desc": "The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell." } ], "spell_list": [], "page_no": 381, "environments": [ "Hill", "Feywild", "Grassland", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_giant-weasel/" }, { "slug": "owlbear", "desc": "", "name": "Owlbear", "size": "Large", "type": "Monstrosity", "subtype": "", "group": null, "alignment": "unaligned", "armor_class": 13, "armor_desc": "natural armor", "hit_points": 59, "hit_dice": "7d10+21", "speed": { "walk": 40 }, "strength": 20, "dexterity": 12, "constitution": 17, "intelligence": 3, "wisdom": 12, "charisma": 7, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The owlbear makes two attacks: one with its beak and one with its claws." }, { "name": "Beak", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.", "attack_bonus": 7, "damage_dice": "1d10", "damage_bonus": 5 }, { "name": "Claws", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.", "attack_bonus": 7, "damage_dice": "2d8", "damage_bonus": 5 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Sight and Smell", "desc": "The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell." } ], "spell_list": [], "page_no": 339, "environments": [ "Jungle", "Hills", "Feywild", "Mountains", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_owlbear/" }, { "slug": "rakshasa", "desc": "", "name": "Rakshasa", "size": "Medium", "type": "Fiend", "subtype": "", "group": null, "alignment": "lawful evil", "armor_class": 16, "armor_desc": "natural armor", "hit_points": 110, "hit_dice": "13d8+52", "speed": { "walk": 40 }, "strength": 14, "dexterity": 17, "constitution": 18, "intelligence": 13, "wisdom": 16, "charisma": 20, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": { "deception": 10, "insight": 8 }, "damage_vulnerabilities": "piercing from magic weapons wielded by good creatures", "damage_resistances": "", "damage_immunities": "bludgeoning, piercing, and slashing from nonmagical attacks", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Common, Infernal", "challenge_rating": "13", "cr": 13.0, "actions": [ { "name": "Multiattack", "desc": "The rakshasa makes two claw attacks" }, { "name": "Claw", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Limited Magic Immunity", "desc": "The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." }, { "name": "Innate Spellcasting", "desc": "The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:\n\nAt will: detect thoughts, disguise self, mage hand, minor illusion\n3/day each: charm person, detect magic, invisibility, major image, suggestion\n1/day each: dominate person, fly, plane shift, true seeing" } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-thoughts/?format=api", "https://api-beta.open5e.com/v2/spells/disguise-self/?format=api", "https://api-beta.open5e.com/v2/spells/mage-hand/?format=api", "https://api-beta.open5e.com/v2/spells/minor-illusion/?format=api", "https://api-beta.open5e.com/v2/spells/charm-person/?format=api", "https://api-beta.open5e.com/v2/spells/detect-magic/?format=api", "https://api-beta.open5e.com/v2/spells/invisibility/?format=api", "https://api-beta.open5e.com/v2/spells/major-image/?format=api", "https://api-beta.open5e.com/v2/spells/suggestion/?format=api", "https://api-beta.open5e.com/v2/spells/dominate-person/?format=api", "https://api-beta.open5e.com/v2/spells/fly/?format=api", "https://api-beta.open5e.com/v2/spells/plane-shift/?format=api", "https://api-beta.open5e.com/v2/spells/true-seeing/?format=api" ], "page_no": 341, "environments": [ "Urban", "Desert", "Abyss", "Forest", "Grassland", "Jungle", "Hills", "Swamp", "Settlement", "Hell" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_rakshasa/" }, { "slug": "tiger", "desc": "", "name": "Tiger", "size": "Large", "type": "Beast", "subtype": "", "group": "Miscellaneous Creatures", "alignment": "unaligned", "armor_class": 12, "armor_desc": null, "hit_points": 37, "hit_dice": "5d10+10", "speed": { "walk": 40 }, "strength": 17, "dexterity": 15, "constitution": 14, "intelligence": 3, "wisdom": 12, "charisma": 8, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "", "challenge_rating": "1", "cr": 1.0, "actions": [ { "name": "Bite", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.", "attack_bonus": 5, "damage_dice": "1d10", "damage_bonus": 3 }, { "name": "Claw", "desc": "Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Keen Smell", "desc": "The tiger has advantage on Wisdom (Perception) checks that rely on smell." }, { "name": "Pounce", "desc": "If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action." } ], "spell_list": [], "page_no": 391, "environments": [ "Jungle", "Grassland", "Forest" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_tiger/" }, { "slug": "unicorn", "desc": "", "name": "Unicorn", "size": "Large", "type": "Celestial", "subtype": "", "group": null, "alignment": "lawful good", "armor_class": 12, "armor_desc": null, "hit_points": 67, "hit_dice": "9d10+18", "speed": { "walk": 50 }, "strength": 18, "dexterity": 14, "constitution": 15, "intelligence": 11, "wisdom": 17, "charisma": 16, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": null, "skills": {}, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "poison", "condition_immunities": "charmed, paralyzed, poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "Celestial, Elvish, Sylvan, telepathy 60 ft.", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The unicorn makes two attacks: one with its hooves and one with its horn." }, { "name": "Hooves", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.", "attack_bonus": 7, "damage_dice": "2d6", "damage_bonus": 4 }, { "name": "Horn", "desc": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.", "attack_bonus": 7, "damage_dice": "1d8", "damage_bonus": 4 }, { "name": "Healing Touch (3/Day)", "desc": "The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target." }, { "name": "Teleport (1/Day)", "desc": "The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away." } ], "bonus_actions": null, "reactions": null, "legendary_desc": "The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.", "legendary_actions": [ { "name": "Hooves", "desc": "The unicorn makes one attack with its hooves." }, { "name": "Shimmering Shield (Costs 2 Actions)", "desc": "The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn." }, { "name": "Heal Self (Costs 3 Actions)", "desc": "The unicorn magically regains 11 (2d8 + 2) hit points." } ], "special_abilities": [ { "name": "Charge", "desc": "If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.", "attack_bonus": 0, "damage_dice": "2d8" }, { "name": "Innate Spellcasting", "desc": "The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:\n\nAt will: detect evil and good, druidcraft, pass without trace\n1/day each: calm emotions, dispel evil and good, entangle" }, { "name": "Magic Resistance", "desc": "The unicorn has advantage on saving throws against spells and other magical effects." }, { "name": "Magic Weapons", "desc": "The unicorn's weapon attacks are magical." } ], "spell_list": [ "https://api-beta.open5e.com/v2/spells/detect-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/druidcraft/?format=api", "https://api-beta.open5e.com/v2/spells/pass-without-trace/?format=api", "https://api-beta.open5e.com/v2/spells/calm-emotions/?format=api", "https://api-beta.open5e.com/v2/spells/dispel-evil-and-good/?format=api", "https://api-beta.open5e.com/v2/spells/entangle/?format=api" ], "page_no": 351, "environments": [ "Jungle", "Forest", "Feywild" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_unicorn/" }, { "slug": "vampire-spawn", "desc": "", "name": "Vampire Spawn", "size": "Medium", "type": "Undead", "subtype": "", "group": "Vampires", "alignment": "neutral evil", "armor_class": 15, "armor_desc": "natural armor", "hit_points": 82, "hit_dice": "11d8+33", "speed": { "walk": 30 }, "strength": 16, "dexterity": 16, "constitution": 16, "intelligence": 11, "wisdom": 10, "charisma": 12, "strength_save": null, "dexterity_save": 6, "constitution_save": null, "intelligence_save": null, "wisdom_save": 3, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 6 }, "damage_vulnerabilities": "", "damage_resistances": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks", "damage_immunities": "", "condition_immunities": "", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "5", "cr": 5.0, "actions": [ { "name": "Multiattack", "desc": "The vampire makes two attacks, only one of which can be a bite attack." }, { "name": "Bite", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.", "attack_bonus": 61 }, { "name": "Claws", "desc": "Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).", "attack_bonus": 6, "damage_dice": "2d4", "damage_bonus": 3 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Regeneration", "desc": "The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." }, { "name": "Spider Climb", "desc": "The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." }, { "name": "Vampire Weaknesses", "desc": "The vampire has the following flaws:\nForbiddance. The vampire can't enter a residence without an invitation from one of the occupants.\nHarmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.\nStake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.\nSunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." } ], "spell_list": [], "page_no": 354, "environments": [ "Underdark", "Urban", "Mountains", "Forest", "Ruin", "Tomb", "Hills", "Shadowfell", "Settlement" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_vampire-spawn/" }, { "slug": "wight", "desc": "", "name": "Wight", "size": "Medium", "type": "Undead", "subtype": "", "group": null, "alignment": "neutral evil", "armor_class": 14, "armor_desc": "studded leather", "hit_points": 45, "hit_dice": "6d8+18", "speed": { "walk": 30 }, "strength": 15, "dexterity": 14, "constitution": 16, "intelligence": 10, "wisdom": 13, "charisma": 15, "strength_save": null, "dexterity_save": null, "constitution_save": null, "intelligence_save": null, "wisdom_save": null, "charisma_save": null, "perception": 3, "skills": { "perception": 3, "stealth": 4 }, "damage_vulnerabilities": "", "damage_resistances": "", "damage_immunities": "necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons", "condition_immunities": "poisoned", "senses": "darkvision 60 ft., passive Perception 13", "languages": "the languages it knew in life", "challenge_rating": "3", "cr": 3.0, "actions": [ { "name": "Multiattack", "desc": "The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack." }, { "name": "Life Drain", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\nA humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.", "attack_bonus": 4, "damage_dice": "1d6", "damage_bonus": 2 }, { "name": "Longsword", "desc": "Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 }, { "name": "Longbow", "desc": "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.", "attack_bonus": 4, "damage_dice": "1d8", "damage_bonus": 2 } ], "bonus_actions": null, "reactions": null, "legendary_desc": "", "legendary_actions": null, "special_abilities": [ { "name": "Sunlight Sensitivity", "desc": "While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight." } ], "spell_list": [], "page_no": 354, "environments": [ "Underdark", "Swamp", "Urban" ], "img_main": null, "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__license_url": "http://open5e.com/legal", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd", "v2_converted_path": "/v2/creatures/srd_wight/" } ] }{ "count": 3207, "next": "